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Messages - Salzi

#1
Hey guys,

right now I'm trying to figure out something that might have a real quick and easy solution for it, so you guys can surely help me.
My game has a notebook GUI (see picture below) that is accessible always via the book icon in the upper left hand corner of the screen.
It has a bunch of stuff in it, and multiple connecting GUIs as pages. At the corners of the book there are invisible buttons to flip the pages.



Now, I want to add a page where the player has to solve a puzzle inside the notebook, with a kind of - for lack of a better word - shifting and animating select mechanism.
Click on the arrow, it animates the shift and comes to a halt at the next word. It's supposed to look like this in the end:



As you appearently can't animate things in GUIs, I had to find a work around.
I planned on making the notebook page that is needed an object instead, so closing the GUI and making the object visible when you flip the last GUI-page.
The next step would be to make a transparent GUI with buttons that make the arrows work and put it on top of the object.

The problems I've run into:

  • I can't seem to access the object in the global script, so this:
Code: ags
function Button214_OnClick(GUIControl *control, MouseButton button)
{
  AufgabenBuch.Visible = true;
}

    unfortunately doesn't work. Any way to do this easily?

    • Changing the images on the object. I know that it's possible to interact with objects, but this is not what I want.
      I need the image on the object to animate and change without the player interacting with the actual book-object, i.e. the player pressing the invisible GUI-button and the image changing. Any ideas about this?

    I'm sorry for this being a little hefty and thanks in advance, guys!
#2
Quote from: densming on Fri 01/03/2019 20:54:05
Quote from: Cassiebsg on Fri 01/03/2019 20:10:15
wow! You're alive!  :-D
Just thanking you for your videos, learned tons with them when I started.  (nod)

I'm glad you enjoyed them!!

Without your videos, my project would have never come to life. You rock!  ;-D
#3
Dammit, that sounds very complicated. Since I am still fairly new to AGS, I think it may be a step too far for me as of right now  ??? Especially because I have audio playing aswell.

Is there a way to simulate it maybe? I could imagine a button that sends you to a dialog option that displays the past text or something, just to show what I want to do for now. (Context: Making the game for a University project so making it for a presentation)
The challenge then is just to implement the button. Maybe it could be a second GUI?

Thanks for your answers, let me know what you think  8-)
#4
Quote from: morganw on Mon 25/02/2019 23:21:13
Would this be a one-time thing in a particular room or would you want the whole game to have dialogue that can skip and rewind with GUI buttons?

It should be this way in the entire game, but since I am using individual rooms for each dialog, it doesn't really matter.  :)
#5
Hey, if you still need a female voice, I might be game.  :P
#6
Hey there!

I got a dialog going on that displays answers sentence by sentence:

Code: ags

@1
  cAlce.SayAt(400, 530, 700, "&2 Lord Buho, amable como es, prestó tres de sus obras más valiosos al museo.");
  cAlce.SayAt(400, 530, 700, "&3 Hace tres días, en concreto el domingo por la noche, fueron robadas.");
  cAlce.SayAt(400, 530, 700, "&4 Desgraciadamente aquel día no estuve aquí, sino en Alemania...");
  cAlce.SayAt(400, 530, 700, "&5 porque me habían invitado a participar en la convención de repollo.");


I would like to add a button to my GUI displaying the text that lets the player skip to the next sentence and another to enable the player to go back to past sentences and read it again.
Another button should play the speech again.

Do you have any ideas how I would go about that?

Cheers in advance!
#7
Hey guys, me again. (laugh) I've been searching through the forums and figured it might be easier to just ask.

I am trying to customize the position of the Sierra Style with background dialog, the whole thing, portrait and textbox. Right now it's awkwardly stuck in the middle of the screen.
Is it possible to determine the position of the dialog on the screen?
Note that this is not about the dialog options box, but the one that the answers are displayed in.

For a workaround, I tried setting the text box to a GUI (not a text GUI but a normal one) in general settings (custom text-window GUI) , but when loading up the game it stops loading and gives me an error message ("GUI set as text-window but is not actually a text-window GUI"... which makes sense).
My question: Can I use a normal GUI to display the text down in a Sierra-Style dialog? I think for positioning, this would work the best.

Also, since I am already here, another question: Is there a way to determine the maximal width and height of a Sierra Style dialog box?

Cheers!  ;-D
#8
Ohh thank you so much, it works now! This small thing has given me such a headache! :-D
#9
I thought about that already, but what kind of event would it be? I don't want the player to have to click on anything, I want the events to start right when the room loads - it works with starting the music etc in other rooms, just not in this one.
#10
Hey guys, absolute beginner here.

I am trying to have a dialog (dDialog5) start right when the room loads.
I used this code in the room script:

Code: ags

function room_AfterFadeIn()
{
  dDialog5.Start();
}


This code works when clicking on a character in this room and others, but nothing is happening when I put a command in this room directly. I tried multiple options, like:

Code: ags

function room_AfterFadeIn()
{
  Speech.Style = eSpeechSierraWithBackground;
  aMusic1.Play();
  gBuch.Visible = true;
}


But none of those commands work when I start up the room.
Anyone got an idea? :-[
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