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Messages - Kitai

#1
Quote from: MiteWiseacreLives! on Sun 06/12/2015 16:36:15
About this:
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Am I supposed to capture the light from the window somehow? Can't find any garlic... can't use the bottle on the window... HELP
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Wild garlic often grows in humid areas.
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#2
Hm it's weird... So you
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showed him the manuscript that Cybele handed you and nothing special happened? (I assume the manuscript is how I call what you call "note")
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#3
Quote from: Kumpel on Wed 02/12/2015 20:24:48
But what to do with the
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Ogre house? I got every item in the other rooms/places but I have no idea what to do in there to continue. Does it have to do with the tea pot? He says "No need now" when i try to put the herbs or swamp water in...
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Have you tried to simply click on the tea pot, without any item?
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#4
I sympathize with you CW, and want to thank you a lot for what you accomplished up to now. I didn't follow it from very close and I know many other people contributed to an essential extent, but you clearly fed the project by your devotion to it.

I guess that if after realizing such a great project (3.3.0) you feel depressed, then maybe it would be better for you to change something about it. Sure AGS is a great tool, it produces great games and brings together a great community, but if you feel repulsion thinking about it, there's nothing to be ashamed about giving a wide berth.
Hope you'll get better and have some time for you, and again many thanks.
#5
Hi Pierrec (glad to hear about a new game of yours!)

If you take a look at the AGS manual for the dialogs Start command, you'll see the following caveat:
QuoteNOTE: The conversation will not start immediately; instead, it will be run when the current script function finishes executing.
This means that in your code, if a dialog is called via Archeo in the first condition of your room_AfterFadeIn function and other (directly executed) commands (like Display) are further called in the second condition, then the effects of these second (directly executed) commands will show up before the dialog.
So as you guessed, this behavior is predicted to happen in AGS.

I can't think of a general and elegant solution for now, but I'm sure other people here will come with one soon.
#6
Quote from: Cubefiend on Fri 19/07/2013 03:34:03There seems to be only a small space on all items from which I can select said items, this makes it hard to progress in my game.
Is there some way to make the selection space larger?
Sounds like the hotspot of your cursor is not placed at the desired coordinates. I guess you want the tip of the arrow to be the hotspot: check in the Cursors panel in the Editor where you put it.

Quote from: Cubefiend on Fri 19/07/2013 03:34:03When I have multiple items in my inventory they clump together. This won't effect the early game, but later you'll need more than one item to excel.
You should take a look at ItemWidth and ItemHeight: these define the space that each of your items occupies in the inventory window.
#7
Given hotpost[0] mean no hotspot, your code might fire an event when the user moves the mouse over any hotspot from a hotspot-free area. To prevent this, you could add a condition on onHotspot being greater that 0.
#8
Shouldn't this line:
Code: "ags"
buffer = buffer.Replace("@SCORETEXT@", String.Format(GetTranslation("Score: %d of %d"), game.score, game.total_score));
be something like the following:
Code: "ags"
buffer = buffer.Replace("@SCORETEXT@", GetTranslation(String.Format("%s: %d %s %d", GetTranslation("Score"), game.score, GetTranslation("of"), game.total_score)));
?
#9
Seems like an amazing job! Not tested it yet, but I had to implement a mirror too in an AGS game and never figured out how I could make a module with it. So I'm pretty impressed by the customizable and yet user-friendly aspects of this module.

But where is the mirror on the screenshot you posted? Is it the golden stone? If so, what does it reflect?
#10
Quote from: Jaffles on Wed 10/07/2013 16:36:28
Does this work on hotspots as well as objects/characters?
Yes it does.
#11
I think M. OUXX had no question: he just points out that the manual does not (but should) say that whenever you pass the coordinates of a transparent pixel to GetPixel, it returns the value -1.
Once the user learns it, (s)he no longer wonders what value (naively the pink value) he should check for in order to know whether the pixel he's looking at is transparent or not.
#12
My vote goes to Gradient #3.
I agree with Peder Johnsen's comment: such a merge would be terrific!

Clean #2, although very elegant, is too reminiscent of Windows 8, and it's not a good point to me (just imagine current AGS splash screen were WinXP-logo-like shaped...)
#13
Quote from: Ghost on Fri 05/07/2013 00:09:14
The %d token displays an integer, but "p" is a string. Try %s instead to see if the proper value is returned.
No, it's not the problem: the Exists method of this module gives you a bool. In AGS you can display the value of a bool in a string by supplying it as a %d.
But Worse_Username, you can directly check for the value that Create returns, which is -1 if the property was not created.
#14
Quote from: scab on Wed 03/07/2013 13:23:21
Yeah, I used the part you linked and this part too.
Thx, I will add a warning for the GlobalInts part.
#15
Quote from: scab on Tue 02/07/2013 21:41:00
Yeah, it's what I did with an space, because in the tutorial I used, he said you can just use dialog comand for dialog.. Probably an old version..
I'm not sure what part of the tutorial you are referring to, but if you have this post in mind, note that Shai-la only presents dialog commands (as you wrote) which are to be distinguished from (regular) script commands called from the dialog script. Also note that these tutorials are a bit out-dated now, they were based on AGS 3.0 or something like this. Still, if you find something incorrect on the French forums, please let me know so that I edit the post.

As Billbis points out, there is a French version of the manual, which explains how to call commands from the dialog script.
#16
If you don't want to embarrass with handling data files, you can take a look at the IniFile module that provides you with a way to store organized data, as well as my DataFile module (developed with AGS 3.2.1, should work with 3.*).
#17
Quote from: MrNashington on Sun 30/06/2013 11:43:01
1) How would it be possible for the player to type their name into a box and keep their name stored in a string?
You can create a GUI with a textbox, get what the player typed in with TextBox.Text and store it directly in Character.Name (assuming that you want the character to get the name the player chose). Otherwise just create a global String variable.
#18
Quote from: Phemar on Tue 25/06/2013 16:10:32
Quote from: Billbis on Mon 24/06/2013 22:05:07
Well, IMO it easily allow to it dynamically change cursor aspect between "Talk To" mouse graphics and "Use" mouse graphics. There is other way to do that, but setting eModeTalkTo when mouse is on character is an easy way to do it.
Not saying that we should do it that way, but that how I understand people "keeps scripting different actions for Talking and Interacting when using 2 click interfaces if the actions never overlap".

This is why we have Mouse.UseModeGraphic!
I think Billbis meant to refer to the IsInteractionAvailable function: it's an easy way to check which cursor mode/aspect you should set depending on what the mouse is currently on. You might have character instances that are only associated with interact events and objects instances that are only associated with talk-to events: GetLocationType will do it wrong in that case.

Quote from: Ghost on Tue 25/06/2013 16:21:11
- I like the idea of changing the mouse cursor to display an interaction. AFAIK this is not in the original BASS but it would give nice visual feedback. Thoughts?
Well, if you use only one mode, you can no longer use IsInteractionAvailable to determine which cursor to use. So you're left with GetLocationType.

To deal with "talkative" objects and "non-talkative" characters, you can use custom properties, but it might go against simplicity for a template.

We already had a discussion with Billbis on how to dynamically change cursor's aspect on this thread of the French forums.
#19
Quote from: Khris on Thu 13/06/2013 16:03:17The big problem is that you cannot use the internal speech system ("&1 bla", auto-number speech lines, build voice script, speech.vox file, etc.), since this only works with Character.Say().

Which means you have to import all the speech files and name them yourself, then play them using standard audio commands.
Or perhaps you can run a SayBackground command at the same time so that it plays the audio if needed (you would then need to retrieve the overlay and move it to (screen_width, screen_height) for the text to be hidden)?

Edit: By the way, I fear that overriding the Say* commands don't affect the built-in dialog system's behavior.
#20
Hey, pretty nice module! The rendering looks good.

I'm note sure it would be that simple to implement GUI elements (especially textboxes and listboxes) without using regular GUIControls (having to check for cursor position, dynamic text length, etc.).
By the way, how do you intend to handle elements positions and sizes when resizing windows in version 2? I mean, usually when resizing the owing window, elements don't get resized (not buttons at least), except for wide stuff such as textboxes and listboxes. Also, you have to make sure that (if you update positions when resizing) elements don't overlap.
Curious to see how you will do.

Anyway, gratz for this module. Next step: a menu/toolbar module? ;)

(By the way, shouldn't this topic go in the Modules&Plugins board?)
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