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Messages - Goot

#1
You can use a global string. Look them up in the manual.
#2
SetMusicValue ranges from 3 to -3 where 3 is loudest and -3 is silent.
#3
Beginners' Technical Questions / Re: Room Lost
Mon 25/04/2005 01:00:22
Maybe you deleated it by mistake or something. See if it's in the recycle bin, or search your computer for Room1.crm.
#4
There's a built in dialog system in AGS. Look it up in the manual.
#5
The mouse shouldn't be tinted with the screen, it's not part of the screen. You'll have to change the cursor image to a more grayish one in that room. Use:

ChangeCursorGraphic(MODE,SPRITESLOT);

MODE is the cursor mode you want to change. The arrow cursor that is present while a message box is up is mode 6. SPRITESLOT is the sprite number of the image that you want to change the cursor to.
#6
Hints & Tips / Re: fatman
Sun 10/04/2005 17:55:09
Spoiler
You need to poison the donut with something. It's a little pink bottle of stuff. I think you find it in that store but I'm not sure.
[close]
#7
To get the popup in the right place, use SetGUIPosition.

Why are you changing the cursor mode if the action is supposed to happen automatically?

You probably want to use ProcessClick(mouse.x,mouse.y,MODE);
where mode is the cursor mode number that corresponds with the action you want to happen. You can put the number or MODE_LOOK, MODE_USE, MODE_TALK, and MODE_USEINV (I think).
#8
Go check your views and make sure that all the loops have the right frames. You could only have a few of the loops right, so that the talking view only works if the character is facing a certain direction. Also, if you're using DisplaySpeechBackground, it won't play the talking animation.
#9
Yeah, I think you can only have one at a time. I think it's probably too hard to implement both at the same time, it would just be a whole lot more complicated to program. You can, however, change between having a light level and color tint using SetAreaLightLevel and SetRegionTint.
#10
Do the items look weird in the default inventory window? Make sure all your inventory sprites are the same size, and look up SetInventoryDimentions in the manual. You have to use it to set how much room an object takes up in the inventory window.
When you say "placed randomly all over the inventory screen," do you mean really randomly, like they're all over the place, or just a bit off from where they should be? I'm not really sure what else could be causing this problem. Maybe posting a screenshot of what it looks like would help someone figure it out.
#11
Make the GUI and then in that little blue box, set the visibility property from popup model, to normal.
#12
I don't know what l33tsp34k is either but I don't think you'll use it if you don't know what it is.   ;)

As for your problem, it could possible be a bug in AGS. It also might have something to do with it not being able to display the sprites to choose from, so if you've done any deleating of sprites of something that might cause that to screw up, that might be the problem. Try going back into your game and seeing if it happens again. If it doesn't, I guess you should just forget about it and consider it a one-time thing. It it keeps happening, this is probably a question for CJ.
#13
Just use the default settings for paint. They work.
#14
Hints & Tips / Robotragedy
Mon 07/03/2005 05:45:24
Spoiler
I've picked up a bunch of items from all over the place, but haven't figured out how to use any yet. It seems like I should be able to use that stick thing to get the card down. I'm need to be able to get that blue key so I can unlock the portable stair thingy. The only thing I've done, is gotten the cheese from the mousetrap with teh pencil, but I can't figure out how to use the cheese to get the mice out.
[close]
#15
You probably want to put a script something like this in repeatedly_execute. You don't need to make your own repeatedly execute function, just put it in as an interaction for the room one.

function repeatedly_execute(){
if((character[GUY].x>character[MONSTER].x-20)&&(character[GUY].x<character[MONSTER].x+20)&&(character[GUY].y<character[MONSTER].y+20)&&(character[GUY].y>character[MONSTER].y-20)){

get caught

}

}

basically what that does is checks if the character is within a 20x20 pixel box around the monster. If they are, they get caught. The first three lines would be one line of script.
#16
Your English is fine. There doesn't seem to be a single mistake in your post.Ã,  :)

For your first question, you'll have to use the dialog request function. Go to your global script (Ctrl+G) and type this script outside all the other functions:

function dialog_request(int parameter){
if(parameter==1){
ObjectOn(OBJECTNUMBER);
}
}

then in your dialog script, when you want the object to turn on, type:

run-script 1

For you second question you can use "add inv x" in the dialog script, or do that with dialog request too. To have more than one dialog request, put a different number with "run script x" and have that corresponding number in the function. (if parameter==x) You can look up dialog request in the manual if that didn't make sence.
#17
I think it's made with AGS using RPG maker graphics, judging by the speech text and message box.
#18
I haven't played the game but I'm sure he's not making fun of us. My first game was pretty lame too, which I started when I was 12 or 13 or something. My graphics were so bad, the grass was white with green spraypainted over it, so there was all this splotchy white stuff. You can't expect a 12 year old to come to AGS and straight off make an awesome game. I think he made a pretty good first effort.
#19
I'm not sure, I've just heard other people say that. Use the script way. Choose run script from the list. Then Click on edit script. Type:

QuitGame(0);

if you want it to prompt the user with a "do you want to quit" window, do QuitGame(1); instead.
#20
There's an interaction on the list called "quit game" assign it to that hotspot, or assign run script to the hotspot and type "QuitGame(0);" in the script.
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