Quote from: Retro Wolf on Fri 05/12/2014 21:14:16we could use verb eyes look
I found a picture you could use as a starting point.
the verb mouth to speak.
but iteractuar where we could use?
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Show posts MenuQuote from: Retro Wolf on Fri 05/12/2014 21:14:16we could use verb eyes look
I found a picture you could use as a starting point.
function button6_OnClick(GUIControl *control, MouseButton button)
{
}
Quote from: Snarky on Mon 08/07/2013 21:17:47through this program is the need for the sea, but I can do for other types of animation: characters, animated objectsQuote from: Ghost on Mon 08/07/2013 21:04:38using a couple of backgrounds with slightly different frames is the best way to do that. In AGS you can have up to five room backgrounds, just draw different waves in each of the five frames and you'll get quite good results.
Not a good approach, particularly if you then find that 5 frames isn't enough. A large animated object gives you more flexibility.
You might want to check out http://www.xiberpix.net/SqirlzReflect.html
Quote from: Oldschool_Wolf on Mon 08/07/2013 20:14:19could you not say that I'm so far ahead, I'm doing the story, I'm looking at what it will cost more as the animation, programming but in reality I'm just starting
You could find a video of the sea (real or cartoon), then draw over each frame in your art software. Google "rotoscoping".
I'm interested to see how far along you are with your Monkey Island game?
Quote from: monkey_05_06 on Sat 06/07/2013 21:24:06thanks hope this is I need is, greetingsCode: ags // GlobalScript.asc String GetCursorText(this Mouse*) // function to get the current cursor mode text { if (this.Mode == eModeWalkto) return "Walk to"; // check cursor mode and return relevant text else if (this.Mode == eModeLookat) return "Look at"; else if (this.Mode == eModeInteract) return "Use"; else if (this.Mode == eModePickup) return "Pick up"; else if (this.Mode == eModeTalkto) return "Talk to"; else if (this.Mode == eModeUseinv) { // if mode is Useinv, make sure player has valid active inventory if ((player.ActiveInventory != null) && (!String.IsNullOrEmpty(player.ActiveInventory.Name)) return String.Format("Use %s on", player.ActiveInventory.Name); else return "Use"; } else return null; } function repeatedly_execute() { String loc = Game.GetLocationName(mouse.x, mouse.y); // location name String cur = mouse.GetCursorText(); // get cursor text (as defined above) if (cur == null) // cursor invalid, no text given { if (String.IsNullOrEmpty(loc)) lblLocation.Text = ""; // if location also is unnamed, blank out label text } else if (String.IsNullOrEmpty(loc)) lblLocation.Text = cur; // if cursor is valid but location unnamed, set label to cursor text else lblLocation.Text = String.Format("%s %s", cur, loc); // else both are valid, assign to label }
Quote from: Khris on Sat 06/07/2013 09:22:55Thanks that was what I was looking for someone could explain the script: On Event and unhandled_event.
It kind of sounds like you're looking for unhandled_event?
http://www.adventuregamestudio.co.uk/manual/ags42.htm#textscriptevents, bottom of the page.
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