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Messages - SebastianEl

#1
I realized that "most basic" system is not as basic as it could be :D

It could be far simpler just for to start:

Player: uses gun from inventory and uses on NPC on screen. (On screen gun from inventory changes to crosshair?).
Game: chacks if he has a [bullet] in inventory, if true:
SFX of a gunshot is played
NPC changes sprite to "dead NPC"
Bullet is removed from inventory

Am I right that this would far easier and possible to implement for a begginer?
#2
OMG @Khris THANK YOU!!

I'm super excited right now, although I know it takes me a loong time to grasp it and implement it in working condiotion :D
#3
Hello, I'm looking for totally easiest to implement combat system for a beginner AGS user like me. I haven't seen any tutorials on this matter, and seen just some veeery old posts

Example sytem breakdown:

Two HP meters (opponent & player)

1. Use knife on opponent, walk to opponent, starting player turn
2. random player chance to hit (0-10),
3. apply random damage to creature (1-10),
4. automatic opponent turn,
5. random opponent chance to hit
6. apply random damage to opponent
After change to hp 0 player/opponent sprite to "dead"


Is it doable, and how difficult would be to implement it? :)

Also: are there maybe any code fragments free to use that could facilitate the process for the begginer? :)

Thank you in advence!




#4
Beginners' Technical Questions / Re: Font size
Sat 11/05/2024 09:08:33
Thank you, it worked, but now I see text doubled (two fonts on top of each other) - is it speech outline? Deleting it is disabled
#5
Beginners' Technical Questions / Font size
Tue 07/05/2024 20:07:18
Hi, I've set game resolution to quite high, and dialogue became barely visible, is there a way to adjust the font size? (I've searched for the answer, but without luck..)
#6
Without making it too complicated, what are go-to, easy & good looking settinegs for background resolution and in game resolution to look good on modern monitors?
#7
Actually IT WAS template related. THANK YOU! I've started new sierra template, followed along with tutorial and all was fine. Exept.. If NPC ask me a question, and I want to choose dialoge option, what should I do to continue the  comversation?

#8
i've changed it to

Code: ags
function JB_Interact(Character *theCharacter, CursorMode mode)
{ 
dDialog1.Start();
}

but now nothing happens
#9
I use BASS
#10
They are different depending on template? wow!
#11
I thought I'll make a new topic, to be less confusing.

So I've followed tutorial, made event: talk to character, and made examlpe dialogue:


Code: ags
  
[member=0][/member]S  // Dialog startup entry point
return
[member=0][/member]1
cEgo: What's up?
return
[member=0][/member]2
JC: IDK
return

+ @1 is option text "Hi"
  @2 is option text "Hello"



I think I've done everythig as in the tutorial:

(https://www.youtube.com/watch?v=-BVSvB-w2CU&list=PL21DB402CB4DAEAEF&index=32&ab_channel=densming)

however I'm recieving only a message "Got nothing to say" when clicking JC character

#12
Thank you, it worked!
#13
I've tried chat GPT but still no luck..

Code: ags
// room script file

function room_Load() {
    // Kod do odtworzenia dźwięku
    aSound1.Play();
}

function hLadder_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
cEgo.Say("These are falling apart..shame..");
}

function hHotspot2_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
cEgo.Say("Some old mining machinery. Dead since ages");
}

function oObject0_Look(Object *theObject, CursorMode mode)
{
cEgo.Say("What's that?");
}
#14
Ok...I'm grasping the idea (sort of.. ;) ), but how to set this up? Coud you please give me an example? :)
#15
Beginners' Technical Questions / Parse error
Fri 26/04/2024 11:56:22
Hi! I'm trying to play a sound, I've imported it to: Audio/Sounds and I've added to room script line:


Code: ags
// room script file

aSound1.Play();

function hLadder_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
cEgo.Say("These are falling apart..shame..");
}

function hHotspot2_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
cEgo.Say("Some old mining machinery. Dead since ages");
}

function oObject0_Look(Object *theObject, CursorMode mode)
{
cEgo.Say("What's that?");
}


(I've pasted whole room code)

Hovever I'm recieving an Parse error: unexpected 'aSound1' line 3

What am I doing wrong? :/


#16
@Snarky @glurex Oh, and real name is also: cEgo :) (it's a prototype)

@glurex By green I meant "new and unexperienced" :)
#17
@Snarky Hello, it's probably simple but can't fix it by myself: while adding dialogue


// Dialog script file
@S  // Dialog startup entry point
return
cEgo: Hi!
JC: HELLO
return


this error appears:

Dialog 0(4): The command 'Cego: Hi!' will be ignored since the script for this option has already finished
Dialog 0(5): The command 'JC: HELLO' will be ignored since the script for this option has already finished

I'll be happy to provide more info on this, if you'll specify where I can find it :) Thanks!!!


#18
Thak you for your responses! Unfortunatelly I'm completly green regarding coding, could you tell me where I made a  mistake? (NewScript.asc(2): Error (line 2): Parse error: unexpected 'cEgo')

Also..regardig the second error, I'm trying to setup a simple dialogue, hovever, I'm recieving this error: ... "scipt (...) has already finished", and no dialogue heppens...


Dialog 0(4): The command 'Cego: Hi!' will be ignored since the script for this option has already finished
Dialog 0(5): The command 'JC: HELLO' will be ignored since the script for this option has already finished
NewScript.asc(2): Error (line 2): Parse error: unexpected 'cEgo'




Thank you in advance, for the help! :)
#19
Hi, new user here 🙂
Could you tell me how to resize player character? It's way too small after I've changed background image (it's higher res than starting template image) Thanks!
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