Banana Man Questions (SOLVED)

Started by vjamesv, Sat 23/12/2006 01:36:45

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vjamesv

I think the save/restore/quit guis are all built in, but is there a way where i can just the colors used as opposed to building all new guis?

Answered myself - I used the simple save/load module.

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Thank you everyone for the quick responses.  This game is going much faster than I thought it could have.  Here are my current questions:

1. (Answered - Thanks KhrisMUC) My character Andre turns into Banana Man when he puts on the costume.  I have animated him as Andre and Banana Man.  How do i make it so this works in the game.  Right now I have them as separate characters.

2. (Answered - Thanks KhrisMUC) How do you make a dialogue box pop up for the user to type into?

I am currently digging through the manual to teach myself everything, but any help would be appreciated.  Thanks!

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Original Post:

I just started making a game, so I am new to everything.  i have the game planned out, and i am done with almost all of the backgrounds, and the animations for the main character are done.  So now I have to learn how to script.  I had C++ in college about 8 years ago so I don't remember much of that.  But right now I am working on the title screen and the GUIs.  I am able to figure out most of putting the rooms together so far with walkable areas, regions and walkbehinds. 

Here are my questions, I hoe someone can help me.  I think once I get started i will be able to figure out most things. 

1. (Answered - thanks Creator)  On the title screen, can I hide the main GUI title bar that is across the top?

2. (Answered - thanks Creator)  Can I make it so the mouse is just a pointer for that screen? 

3. (Answered - thanks KhrisMUC) On the GUI with all the large icons, I can see a blue line across the top for all of my own icons that i have made.  i think this is because it is making the top left pixel transparant.  But i cannot figure out how to fix it.

4. (Answered - thanks Creator) Here is my scripting question.  on the title screen i have 'start game' and 'load game' as two options to click.  i figured out the start game, but i am not sure how to make it so when you click load game to get the restore game menu to pop up. 

4. (Answered - thanks KhrisMUC)also, when i am traveling between rooms, the player character is not in the right spot.  is there a way to control where he is in the new room so it doesn't look like he teleported across the screen? 

thanks

here is the link to my post in the beginner's section with a couple screen shots:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29479.0

Creator

#1
Quote from: vjamesv on Sat 23/12/2006 01:36:45

1. On the title screen, can I hide the main GUI title bar that is across the top?  Can I make it so the mouse is just a pointer for that screen?

In the interaction editor put in player enters room (before fadin):
Code: ags

gui[0].Visible = false;


Quote
3. Here is my scripting question.  on the title screen i have 'start game' and 'load game' as two options to click.  i figured out the start game, but i am not sure how to make it so when you click load game to get the restore game menu to pop up.  i looked up the restore command in the manual, and i am just not sure how to implement it.  if someone can help me step by step through this i think i will be able to figure a lot of other things out on my own.

Any click on obejct:
Code: ags

RestoreGameDialog();

vjamesv

Thank you so much for the quick response.  Every little bit helps.

Creator

Quote
4. also, when i am traveling between rooms, the player character is not in the right spot.  is there a way to control where he is in the new room so it doesn't look like he teleported across the screen?

Didn't understand this question before.
Did you get the coordinates fron the room you're in, or the room you're going to?
That could be ure problem

Quote
2. Can I make it so the mouse is just a pointer for that screen?

Yes, you can
Code: ags

mouse.Mode = eModePointer;

Khris

3. Add a pink, 1 pixel wide border to every icon, then re-import them. Now right-click on the sprites and choose "Crop sprite edges".

4. Are you using the Interaction editor? There's a command called something like "send the player to new room (at specific coordinates)". Either use that or a script:
player.ChangeRoom(4, 120, 230);

SSH

By pink, he actually means magenta: R=255, G=0, B=255
12

vjamesv

THANK YOU GUYS SO MUCH!

I cannot believe how fast all of questions were answered!  I am sure I will have more soon! 

Here is the most complicated thing I am going to have in the game:  There is going to be a motorcycle in the parking lot.  When you click on it, you will be asked if you want to use it to jump 3 buses.  If you click yes it will ask how fast you want to go.  The choices should be between 00-99.  I have made 10 different animations, 1 for 0-9, 1 for 10-19 and so on, and then it will play the animation for their choice, usually ending in death.  How complicated is this going to be, and should I be posting this in the other technical forum?

MashPotato

What you're planning sounds pretty straightforward... you can make an "if" statement for each of the ten scenarios, with the appropriate animation command in each.  I'm a scripting newbie so this may not be the most efficient way, but maybe something along the lines of:

if (speed >=0 && speed <=9) {
      play appropriate animation for this speed
}
if (speed >=10 && speed <=19) {
      play appropriate animation for this speed
}

and so on.

To address your other question, I think in general if you're not sure which forum to post in for scripting questions, post in here and if it's too complicated the mods will move it ^_^

Khris

SSH: Does it really matter? AFAIK, it has to be a color not being used within the sprite, so the transparency color can be green, blue or faint yellow with a hint of purple as well.

vjamesv: It isn't going to be complicated at all, no worries.
You could use something like speed/10+3 to get the view number of the animation. 0-9 -> 3, 10-19 -> 4, aso.


SSH

You're right, khris, I was thinking of something else...
12

Khris

Quote from: vjamesv on Sat 23/12/2006 01:36:451. My character Andre turns into Banana Man when he puts on the costume.  I have animated him as Andre and Banana Man.  How do i make it so this works in the game.  Right now I have them as separate characters.

2. How do you make a dialogue box pop up for the user to type into?

1. Don't use two characters, one is enough. Use player.ChangeView(viewnumber); to permanently switch the view.
player.NormalView gets the number of the current view.

2. Either use the built-in InputBox function or use a custom GUI set to Popup modal with a TextBox and an OK-Button.
Give a script name to the TextBox, so Boxname.Text will get the contents.
The OK button should close the GUI, so give it a scriptname, too, set its Left click property to Run Script, then double click it, then enter Guiname.Visible=false; inside the function of the button.
Similarly, use
  Scriptname.Text="";
  GUIName.Visible=true;

to make the Box appear.

vjamesv

Thanks again for all the responses.  These definitely are helping me progress on the game much faster than i thought i would.

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