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Messages - Zany

#1
Hey

So I know there is a list of paint programs that are out already, the last list was posted in 2007 which was about 10 years back, I just wanted to find out what the latest most convenient paint programs are that dont cause my graphics to look so pixelated?

Arigato Gozaimus
#2
Hi

So I would like to speed up my characters movement and not the whole game's speed. I intend to make use of SetWalkSpeed from the initial start of the game. I have tried to place it in my global script I'm not sure quite where. I have tried placing it in repeatedly-execute where it throws an exception when I try an dmove my character.

If I say:
Code: ags
cEgo.StopMoving();
cEgo.SetWalkSpeed(20,20);


My character then does not move which makes sense.
Could someone please indicate where I should set my walkspeed for the overall game.

Arigato :)

#3
Thanx Crimson I will definitely use that if I don't find an easier or shorter solution. What I was thinking was if my object was a single object and not multiple then maybe I could manipulate it as if it were an inventory item and if I clicked on the hotspot with use of the function "use inventory" it would know to do something, the only matter is that it would require the user to go into the inventory and in essence I just needed the object to remain on screen. All possible solutions are welcomed...
#5
I found this code on the ags site a while back couldn't find the link but I'm using this:

Code: ags
function noloopcheck drag(Object *oPL){
  int oPX = mouse.x - oP.X;
  int oPY = mouse.y - oP.Y;
  
  while(mouse.IsButtonDown(eMouseLeft)){
    oP.X = mouse.x - oPX;
    oP.Y = mouse.y - oPY;
    Wait(1);
  }
}

function oP_Interact()
{
  drag(oP);
}
#6
So that makes perfect sense however I still need the condition to be true before it executes the next scene.

This is all the code I've used above(Just so that it makes more sense):
Code: ags

function room_Load()
{
  if(iLunch.GetProperty("lunched") == true){
    Wait(20);
    oEmptyLunch.Visible = true;
    FadeIn(30);
    gFade.Visible = true;
  }
}

function hLunchSpot_UseInv(){
 
  if(cEgo.ActiveInventory == iLunch)
  {
    oLunch.Visible = true;    
    iLunch.SetProperty("lunched", true);
  }
  cEgo.LoseInventory(iWrench);
  oLunch.Visible = true;
}

function dialogInteract()
{
  if(iWrench.GetProperty("wrenched") == true){
    if(cEgo.HasInventory(iWrench)){
      player.Walk(165,185,eBlock);
      dWrenchFound.Start();  
    }else{
      dCongrats.Start();
    }
  }
}


Any Ideas how to get my condition set to true after dialog has occurred but before the next scene takes place. Much Appreciated
#7
Hi All

I'm dragging an object to a specific hotspot area, then once I place it on the hotspot, the "hotspot interact" function needs to get the position of the object and confirm that if it is above the hotspot and then display another object visible. Can some one please point me in the right direction.
#8
Sorry about that and thank you for the tip will definitely post my code in that format next time. My only query is that I have made use of the "global variable pane" to initialise this variable and in my understanding import and export should not be needed, I am not sure if that is correct.
#10
My global variable that I'm trying to retrieve is: bool interacted = false;

Dialog script command used: EGO:I should find a good spot to place my lunch
                              cEgo.FaceObject(object[5]);
                              interacted = true; <--- This command

Room script: function room_AfterFadeIn(){
              dialogInteract();
 
              if(interacted == true){
                  oLunchSpot.Visible = true;
                  oLunchSpot.SetView(2);
                  oLunchSpot.Animate(2, 3, eOnce, eBlock);
                  hLunchSpot_UseInv();
             }
   
              if(iLunch.GetProperty("lunched") == true){
                 gFade.Visible = false;
                 FadeOut(30);
                 oLunch.Visible = false;
                 room_Load();
            } 
        }

So basically Ego needs to have a discussion with someone and once the dialog has ended then an animation should take place and a new scene will take place.

#11
Yes I did get the code from the forum lolz and yes you did post it previously, your code is really helpful. Thanks
#12
Mu current size of inventory items are 27x27, so as soon I make a new row it over laps slightly is their a way to shift my second row of items slightly downer.
#13
So I have been storing inventory items and recently I created an item which the users starts with however after that some strange thing has happened where another item that is stored, gets stored in the same area as the starting item, any reason as to why?
#15
Okay checked those and it all looks in order...

I'm using this:
function repeatedly_execute() {
 
  if (IsGamePaused() == 1) return;
 
  UpdateMouseGraphic();
  CustomizeIconBar();
 
  int mm = mouse.Mode;
  int nm; // newMode
 
  Hotspot *h;
  Object *o;
 
  int lt = GetLocationType(mouse.x,  mouse.y);
 
  if (nm != eModeUseinv){
    if(lt == eLocationNothing) nm = eModeWalkto;
      if(lt == eLocationHotspot){
        h = Hotspot.GetAtScreenXY(mouse.x,  mouse.y);
        nm = h.GetProperty("def_curs");
      }
      if(lt == eLocationObject){
        o = Object.GetAtScreenXY(mouse.x,  mouse.y);
        nm = o.GetProperty("def_curs");
      }
      if(lt == eLocationCharacter){
        nm = eModeTalkto;
      }
      if(nm != mm)mouse.Mode = nm;
#16
I modified my cursor so that it has only 2 views, 1 general and 1 which changes when I hover over a hotspot. The problem that I'm having is that when I need to take an emblem(inventory item) out of my inventory and place it somewhere it doesn't actually with hold the emblem(inventory item).
#17
So that brings up the iconbar when I hover to the top edge of the page.
It returns my modified cursor if I hover below the iconbar but when I go left of the iconbar the original pointed cursor remains constant.
#18
I wasn't sure to post this as a new topic but since this is still relevant to customising the icon bar I thought I'd just add it hear.

So basically I've edited the icon bar's look and position however I would like to set the icon bar visibility according to when mouse moves to right side of screen adventure or hovers over icon bar if possible. I'm assuming that this code would also go in the execute_repeatedly section?
#19
Thank You, Your advise and code has always been very helpful
#20
Hi this is my very first post and clearly it's a beginner posting since it's in the beginners section lolz. In any case I couldn't find much insight on editing and customising the menu bar above my game. I've implemented the mouse action which changes on it a specific hotspot and I am only using a single cursor sprite for the user navigation.

I would really like to remove the unnecessary modes in the menu and have it display just the "save","settings" and "briefcase" icon. I'd also like to change those images to more colourful sprites. Could someone please guide me on where, what and how I should be editing code.

Thank You
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