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Messages - meowy

#1
*cough-ReadMe File-cough*


Course, there's no guarantee the e-mail still works.
#2
Critics' Lounge / Re:swamp
Fri 12/03/2004 09:29:59
All I see is a black square and my gamma is pretty high already.
#3
Hints & Tips / Re:Timothy Lande I need help
Thu 11/03/2004 07:39:08
I'm stuck in the same spot hehe.. thought it was just me :)
#4
General Discussion / Re:What programs???
Wed 10/03/2004 08:17:11
I use paint shop pro 5, and photoshop

I like PSP5 for doing pixel by pixel drawings, and photoshop for the rest.
#5
Do you have a GUI set up that' s a stripe?  It'll probably be all empty except for a black box/stripe.

I had that same problem too until I checked all my UI's.  There was an extra one that was like a background grey/black stripe to put buttons on I guess.  I don't know what it was for hehe so I deleted the black box part and it looks okay now.

Before you run the game, maybe try running the winsetup thingy in the game's compiled folder to make it stay in windowed mode.  I play all the games I download as full screen so I can see the games and read the text hehe.

Might double check that your backgrounds are the same pixel height/width as your game resolution too.
#6
Ooh 60 isn't bad for a tablet!

With a tablet, can it sit in my lap so I can draw, or does it have to be on the desk somewhere for the cordless part to work?   Don't own anything cordless haha
#7
Rebooting fixed my problem :)

Guess I can't run EverQuest and AGS together haha

All works great now, thank you kindly!
#8
Ooh I love the backgrounds and sprites!

The whole touching issue made me laugh :)  Not done playing yet, just trying to figure a part out.
#9
Critics' Lounge / Re:Roger is Cool?!
Mon 08/03/2004 07:24:52
He IS cool!

The new and improved Roger, only four payments of 19.95.
Call now!
#10
Oh my gosh!! It works! =)  Woohoo thank you so much!  It all seems so simple now sheesh.

Obviously I should not post when I'm sleepy hehe.. I know what I meant to post a couple days ago but reading that, it makes no sense up there.  Hrm.  I'll try to explain, just in case anyone stumbles across this later on haha.

I couldn't get the ICONBAR clicky bit.. the little "load" and "save" click spots..  ?  Not sure what to call them.. but the images linked up to LOAD and SAVE GUI's.  They were loading up the wrong thing.

Just 20 minutes ago it clicked in my brain where I am supposed to put the GUIOn like from on_mouse_function, to make them work *laughs*  Gah.. I get it now at least haha

So now both F5/F7 and then clicking the ICONBAR link.. thingies.. bring up the proper screens.   It restored my game just fine too =)


I think I have a new problem.. I changed rooms during the test run, once I did that the script seemed to stop for the LOAD/SAVE buttons on the GUI and by F5/F7.  The ICONBAR gui works otherwise though.  (The look/walk/paw and quit all work fine)

Even returning back to the room I started in, it didn't start working again.  It's just with the save/load.

This time I'm fully awake, and I'm not sure if what I've said makes sense haha.  Going to do a search of the forum and see if anyoen else has had this problem though, figured i"d mention it before I hit post though =) (Edit, not sure what to search for.. so far not finding anything though.)

Thank you again for the help :)


EDIT:   If I change rooms, the F5/F7 actually DO work.  It's the Save/Restore buttons that are on the ICONBAR ui that pops up at the top of the screen that are breaking.  They act as if there's no script connected (But there is, since it works in the starting room before I change rooms.)


Here's what I have for the ICONBAR:



 if (interface == ICONBAR) {
   if (button == 4) {  // show inventory
     show_inventory_window();
   }
   else if (button == 5) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 6)   { // save game
   SetTextBoxText(SAVE,1,""); // Clear Text box
   ListBoxSaveGameList(SAVE,3); // Fill List Box with saved games
   index=ListBoxGetNumItems(SAVE,3); // Count how many saved games there are
   if (index>19) { // If saved games 20 (maximum)
   Display("You must overwrite a previous saved game"); // Display warning
   }
   GUIOn(SAVE); // Bring Save interface on
   }
   else if (button == 7) {  // load game
        ListBoxSaveGameList(LOAD,0); // Fill List box with saved games
   GUIOn(LOAD); // Bring restore Interface on
   }
   else if (button == 8)   // quit
     GUIOn(6);
     
   else if (button == 9)    // about
     Display("JammieGirl and Cat (Spring 2004)[[Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2003 Chris Jones");
 }  // end if interface ICONBAR
#11
Yay first background blitz for me :)

Am I supposed to say what scene this is, or make people guess based off my awesome drawing skills? hahaha




Sprite bases from here:
http://wayuki.curvedspaces.com
#12
I've been wondering this as well.  Sorry, not much of a helpful reply I guess.  I saw one up at the mall but it was right crappy!  I can't recall the brand name, but it wasn't a brand I recognize off of any other electronics and it wasn't a Wacom (sp?).

I don't know if it'd improve my drawing skills or not, but it seems like it'd be an awful lot easier than trying to draw with a Logitech Trackball!
#13
Giving it a shot.. will post more after I fight with it some more hehe.  Thank you!

I had the f5/f7 working okay using what you posted, but the UI link still wasn't working.  So I tried to just erase the bit from the UI and now none works hahaha argh!!

I think I'll get it back working f5/f7 again and attempt removing the clickable link from the GUI screen and just write a little text note on how to save and restore.  Nice and simple.. I hope haha

I've since broke my quit UI too ahaha.. sheesh.  But hey, at least I know why that one doesn't work now!  Go me! =)
#14
Thank you :)  Still having troubles though.



 if (interface == SAVE) {         // if save interface
   if (button == 3) {
     ListBoxGetItemText(SAVE, 3, ListBoxGetSelected(SAVE, 3), text);
     SetTextBoxText(SAVE, 1, text);
     index = 21;
   }
if (button == 1 || button == 5) {

  GetTextBoxText(SAVE,1,text); // Get the typed text
  if (StrCaseComp(text, "") != 0) { // If text not empty
     InterfaceOff(SAVE); // Close interface
     SetDefaultCursor();
     if (index < 19) { // if less than 20

        index = ListBoxGetNumItems(SAVE,3);
        SaveGameSlot(index,text); // Save game (text as description)
     }
     else { // if saved games are 20
        index = ListBoxGetSelected(SAVE,3); // Get the selected save game
        SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
     }
  }
}
   if (button == 4) {
     InterfaceOff(SAVE);         // if cancel is pressed close interface
     SetDefaultCursor();
   }
 }

 if (interface == LOAD) {
   if (button == 1) {             // if cancel is pressed
     InterfaceOff(LOAD);              // Close interface
     SetDefaultCursor();
   }
   else if (button == 3) {
     index = ListBoxGetSelected(LOAD,0);   // else get the selected game
     RestoreGameSlot(savegameindex[index]);    // restore the game
   }
 }


That is what I have now.

Now the load screen just resets the game it seems.  Still no saved games listed there though, but if I hit 'okay' Cat just pops back to the starting spot in the door and the music starts over.  Even though there's one sitting in the compiled folder.   I even checked to be sure that my font colors were actually readable.. I have them at black/white so it's readable.

The saved game screen.. is there supposed to be a list of all my saved games there?  There isn't any if there should be.  I have that text contrasted white on black too, but it's just a black box.  

Yeah, it's definetly reseting the game.  I changed Cat to start in room 3 this time, then did the Load ui, and it just popped the room back to starting point.  I'm saving each time with a different name.  random letters usually, but there is only one saved game file in the compiled folder.

Seems like I'm forgetting to mention something but I can't remember what *laughs*   Thanks for the help so far :):)  By the time we get this working, I'll be a pro at making save/load ui's I think hahaha


When I save the script off there are no errors when I save the whole deal off to test it, if that helps any? haha
#15
I had to name mine like this:

Music1.mid
Music2.mid
Music3.mid


Like that..  and have them in the "febcat" folder (febcat is the folder allm y game images and crap are in for the game) then it worked okay.  Then where you play music.. you put numbers.  1, 2, 3 and so on.
#16
Are you sure it came from the PAWS people, and not someone who is just playing a cruel joke by spoofing the e-mail address?
#17
Why not show us the sprites you made, along with some screenshots of the game and say what you don't like about your own sprites?
#18
The water had me confused too at first..

Spoiler
Go back home, check the bathroom.  Something absorbent.. that'll hold water... from the sink there...

Did you check the books in the library already?  You'll need something from one of them, a recipe.  Make sure you check the three desks there for the children that were in that first school room, if you haven't already.
[close]

That help you get a bit further?
#19
Yeah.. it saves to .001, then if I try to save another game, it's still saving as .001.  Even saving from two different rooms didn't make a difference.

There's nothing on the restore window though.


If it helps, here's what's in the Compiled folder right now:

acsetup.cfg
febcat (the thing to click to start the game)
winsetup
agssave.001

and a screenshot


Ooh.. just thought of something, will it matter if I'm in debug mode or not?
#20
Okay I fought with it some more and I give up.. I can't see what's wrong.  Here's the list of what GUI bits are what number and the script.  It saves off now at least.

Is there another section I need to mess with?  Can anyone tell me what I messed up, please?



I downloaded the RON interface template.  I can't get it to save games off though.  Did I mess something up somewhere?  I only changed the first # in the (#,#) to match my UI numbers..  I think that's all I touched haha

Here's what I have
SAVE (Is GUI 3)

object 0 is label
object 1 is text box (for entering saved game name)
object 2 is a label too
object 3 is the list box
object 4 is cancel button
object 5 is okay button


Here's the script that was already there

if (interface == SAVE) {         // if save interface
   if (button == 3) {
     ListBoxGetItemText(SAVE, 3, ListBoxGetSelected(SAVE, 3), text);
     SetTextBoxText(SAVE, 1, text);
     index = 21;
   }
   if (button == 1 || button == 5) {
     GetTextBoxText(SAVE,1,text);       // Get the typed text
     if (StrCaseComp(text, "") != 0) {    // If text not empty
       InterfaceOff(SAVE);         // Close interface
       SetDefaultCursor();
       if (index < 20)   {         // if less than 20
         index = ListBoxGetNumItems(SAVE,3);
         SaveGameSlot(index+1,text);       // Save game (text as description)
       }
       else {               // if saved games are 20
         index = ListBoxGetSelected(SAVE,3);   // Get the selected save game
         SaveGameSlot(savegameindex[index],text);  // Overwrite the selected game
       }
     }
   }
   if (button == 4) {
     InterfaceOff(SAVE);         // if cancel is pressed close interface
     SetDefaultCursor();
   }
 }



Then since I cannot save a game off, I don't know if the LOAD interface works either hrm.  (It's GUI 4)

object 0 is the list box
object 1 is cancel button
object 2 is label
object 3 is the okay button


 if (interface == LOAD) {
   if (button == 1) {             // if cancel is pressed
     InterfaceOff(LOAD);              // Close interface
     SetDefaultCursor();
   }
   else if (button == 3) {
     index = ListBoxGetSelected(LOAD,0);   // else get the selected game
     RestoreGameSlot(savegameindex[index]);    // restore the game
   }
 }



Okay then in Global I have this stuff

function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
 if (keycode==17)  GUIOn(QUITGUI);   // Ctrl-Q
 if (keycode==363) GUIOn(SAVE);   // F5
 if (keycode==365) GUIOn(LOAD);  // F7
 if (keycode==367) RestartGame();  // F9
 if (keycode==434) SaveScreenShot("jammie.bmp");  // F12
 if (keycode==9)   show_inventory_window();  // Tab, show inventory

 if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
 if (keycode==22)  Debug(1,0);  // Ctrl-V, version
 if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
 if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room

if (keycode==363) {
// Press F5

SetTextBoxText(3,1,"");
// Clear Text box

ListBoxSaveGameList(3,3);
// Fill List Box with saved games

index=ListBoxGetNumItems(3,3);
// Count how many saved games there are          

if (index>19){
// If saved games 20 (maximum)

Display("You must overwrite a previous saved game");
// Display warning

}

InterfaceOn(3);
// Bring Save interface on              

}



if (keycode==365) {
// Press F7

ListBoxSaveGameList(4,0);
// Fill List box with saved games  

InterfaceOn(4);
// Bring restore Interface on


 }
}


Then below that last bit of } } is the Quit GUI I made.

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