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Messages - Bhup

#1
Yelp!
Thanks everyone for all your help and sorry for wasting your time but I have discovered the problem.Ã,  I checked the box
"Don't automatically move character in walk mode."Ã,  in General settings. I must have set it accidentally while pottering around.
Sorry.
Thanks again.
Bhup
#2
Quote from: Pumaman on Wed 20/04/2005 22:23:45
Did you check what jetxl said, ie "Did you make sure that the coordinates for NewRoomEx are on a walkable area?"

Please clarify exactly what your problem is. Can you walk around in some rooms but not others, or can you never walk? If you press Ctrl+A, are the character's feet on one of the walkable areas that show up?

Thanks for replying. I am not sure why you want me to check how NewRoomEx is set, since I am having trouble in room 1 where I do not set where the character is standing via NewRoomEx.Ã,  Instead I set these values in the 'character' section of AGS. Nevertheless I did a search in the global script and found NewRoomEX(6,258,189). I changed the values but the character still would not walk.Ã, 

My character is in the boat and only walks when the hand icon is clicked on an object in the boat as I have programmed him to walk towards the object before picking it up.Ã,  He does not walk when I randomly click with the walk icon. When the character is on the beach (which is also in room 1) he still cannot walk anywhere (whilst clicking with the walk icon) where I have defined a walkable area.Ã,  The same goes for when he is in any other room.Ã,  He cannot walk on a defined walkable area.Ã,  He was able to walk before but for some reason the character does not respond to the walk icon all of a sudden.
Your help would be much appreciated.Ã,  :)
Bhup
#3
Your absolutely right jetxl! I did mean walkable area.  ;D
My problem is in the very first room I go in (i.e) standing in a boat in the sea I am unable top walk around in the boat even though I have defined a walkable area.  :P
#4
jetxl.
I have tried the control A and the hotpots appear. Is this an indication that they haven't been turned off?
Also I looked in my global script and local script but could not find any reference to a walkable area.  What am I supposed to be looking for.

Also the screen in the first room  was animating and I deleted the other frames. just in case this was causing the problem but it does not seem to have any effect.  When I use the hand on the objects I have programmed the games so that the character walks over to the object.  So this works fine but when I put all the objects in inventory I still can't walk around the  boat.  Also when I went on the beach I still could not walk around the beach.  What code controls the walk cursor could we access it at all without going too lowlevel?
Thanks so far  for your advice. :)
Bhup
#5
Do you mean the walkable area has to be the same colour. Say blue in all rooms?
Bhup
#6
I have 2 similar problems.

1. I have created a walkable area in my boat.Ã,  But the character does not walk in the area I have defined as a walkable are. It worked a while back but does not appear to work anymore.

2. When I am out of the boat and on the beach and I go to room 2, then, when I come back out out onto the beach again(room1) the character can no longer walk on the beach and I have defined a walkable are on the beach. Again this worked before but does not appear to work at the moment.

I am running version 2.61.490
Could somebody please help.
Thanks:)
Bhup
#7
Thanks Necro,
I knew someone would say it was in the manualÃ,  ::)
Just gotta look harder. Anyway it works perfectly!Thanks againÃ,  ;)
Bhup
#8
Greetings,  :)
I have looked in the manual but can't find anything on changing the font colour. One of my characters speech text is black and I have to put an outline on it to show against the background but the speech text comes out blurred/smudgy.  So I want to either change the outline colour or the inside colour of the text.

The only think I can come up with is a

Code: ags
SetLabelColor


But I don't know what GUI number to put in or the object number.  If the latter is refering to 'objects in the room' then this is the wrong command as I need it for the speech text.

Can anyone help???
Bhup
#9
Scorpiorus and Pumaman,
You were absolutely right!!!! The images "were" too big for the inventory window.Ã,  Yes I repeat the "inventory window" which is the key. I didn't realise you could use seperate images for the inventory window and the objects.Ã,  Mine were one and the same.Ã,  I was reluctant to reduce my images to 32 x32 because when I executed the game the images were far too small but of course it all makes sense now because you can use one set of images for the objects and another for the inventory window. So I reduced the images to 32X32 for the built in inventory window and used the large ones for the objects. It all seems so easy now and makes sense but I just didn't get it before..durrrr and :-[
Thanks for all your help and putting up with me.
Bhup
#10
Scorpiorus,
Thanks for for making the effort with a lengthy explanation.Ã,  Ã, :)

Quote
The built-in inventory dialog does allow having more inventory items displayed. On adding new items it gets resized automatically. But if there is too many items then an arrow appears right under the bottom right corner of the inventory window of the built-in dialog. So, you can scroll down to see more items.
Thats my problem. In rooms 1,2,3 the inventory window seems allright and quite happily displays the items.Ã,  Ã, But when I reach room 4 and add another
item the screen is displayed in the way shown onÃ,  page 1 back(at the top).Ã,  The only explanation (from pumaman) that I have had is the pictures are bigger than 32x32.Ã,  Its true, they are, but would that really affect the window.Ã,  As you said if there are too many items thenÃ,  it would become scrollable. But it in my case it doesn't.Ã,  (The only reason I wanted to customise a new inventory window was because I wanted something scrollable since it wasn't doing this in the built in version.)

I feel a real dunce as it is and I realise your getting fed up with this topic as well as I, but if you do reply, please be gentle.
BhupÃ,  ;D
#11
Scorpiorus,
Quote
Yeah, "edit script..." leads you into the interface_click function of the main global script.
Actually I have withdrawn my claim that Edit Script in the GUI tab is the same as the main global script in -> script ->interface_click.Ã,  "Edit Script", does not lead to the "main global script". Edit Script only partially shows some code which belongs to the GUI.Ã,   8) I don't know whether it is generic code in response to the default/built in Gui or what.Ã,  What are your thoughts???

Oh yes and one more thing, I am also confused as to the Gui one is presented with when going into the INVENTORY  tab in GUI. I understand that Ags has a built in  inventory window which cannot be changed my question is: is the inventory window in INVENTORY,  the default/built in inventory screen/window, if so why am I allowed to add a slider to it. ??? (By the way adding a slider does not make any difference to my game, it simply does not register it. Again Why is this?)

I want to create my own Gui because the default one does not seem to allow more than 5 objects.  :o
Bhup     ;D
#12
To anybody reading this I discovered some helpful info.Ã,  :)

Quote
1. Go to menu "Script" -> "interface_click"
Quote


In the script under the function show_inventory_window ()Ã,  there is commented out code for adding a custom window.Ã,  So it seems that one just needs to "uncomment" the bit under "custom inventory window". This code maybe seen below I haven't uncommented the custom bit yet though.

Code: ags

function show_inventory_window () {
Ã,  // This demonstrates both types of inventory window - the first part is how to
Ã,  // show the built-in inventory window, the second part uses the custom one.
Ã,  // Un-comment one section or the other below.
Ã,  
Ã,  // ** DEFAULT INVENTORY WINDOW
Ã,  InventoryScreen();
/*Ã,  
Ã,  // ** CUSTOM INVENTORY WINDOW
Ã,  GUIOn (INVENTORY);Ã,  
Ã,  // switch to the Use cursor (to select items with)
Ã,  SetCursorMode (MODE_USE);
Ã,  // But, override the appearance to look like the arrow
Ã,  SetMouseCursor (6);
*/
}


Quote
2. where "INVENTORY" is either the name or the number of your custom inventory GUI.
3. Yes.
Cool/ich dankbar/ich der Gedanke dasÃ,  Ã, ::)
#13
Strazer, Thanks again for the tip.  :)

But...if I may point out you don't appear to be very generous with your explanations :P
for example, :

1. Which script do I amend to add the command with GUIOn(INVENTORY) ? I looked in the GUI optionin Edit Script..is this the write script?

2. I presume INVENTORY in GUIOn(INVENTORY) is a number representing the GUI number as in GUI1?

3. This has nothing to do with inventory but I am curious about this manual that I hear about where can I see this or is the help in AGS?
8)
Bhup

#14
Pumaman big thanks for the reply,  :)

Your right my images are bigger than 32 X 32.  But if I reduce the images you can't see them. So I guess I'll have to create a customary inventory screen.

What I'm about to say may sound a little confusing.   :P

1. In the GUI section of Ags, it allows you to increase the size of the inventory screen, add a slider and add new buttons e.t.c.  But when I save the changes they don't register in the game.  Where is my game getting its inventory display from and how can I change it e.g add slider e.t.c? (I have got Ags 2.61).

2. The GUI contains a STATUSLINE, ICONBAR and INVENTORY. (I'm not shouting thats the way they are written.)  Are these for customising a new inventory screen and if so how do you register the changes because when I save the game and play it, the changes do not register.

3. I know there is a createNewGUI button but when I click the button e.g. Add GUI button it does not do anything  ???

I hope I haven't repeated myself..totally confused.
Bhup


#15
Strazer,
Yeah thanks again. But I'll try that next time since I've allready chopped up the character and written the code.Ã,   :)

Has anybody any ideas on the inventory window problem?? (Look at postings above).
Bhup
#16
Ref:Demon (above):
I have tried very hard to see if I am doing something wrong  maybe not clicking in right place but I have come to the conclusion that if you put an object on top of another object , it hides the top object.  I have decided to chop up my character and make parts of his body seperate objects.  Anyway if anyone has any comments on this it would be nice to hear it. Also I still have problems with inventory window (look above for details). Thanks in advance.
Bhup
#17
Strazer or anyone else,
QuoteThe first obvious thing is, as I've told you already, that you check GlobalInt 1 twice in your if-clause:

if ((GetGlobalInt(1) == 0) && (GetGlobalInt(1) == 2)

A global integer can't be two values at once. It's either 0 or 2. I guess the second part is supposed to read

(GetGlobalInt(2) == 2)

?
Yes I see your point.Ã,  Dumb mistake.Ã,  I guess I'm trying to rush this game I have so
much work to do I'm not paying much attention to the obvious.

Anyway, I corrected the code and put a display statement in and commented everything out temporarily, I then, moved the demon(pictured in past reply if your new) out of the way. And sure enough after correcting the scriptÃ,  the object interaction displayed the message. But when I put the demon object back it did not work.Ã,  My question is, do object interactions not work if there placed on top of other interactions?Ã,  Look at past diagram.
If so how can I put a hotspot on my demon object.Ã, 
Quote
As for your inventory, you say it works in room 1, 2 and 3 but not in 4. How can that be if your inventory is on a fixed-size gui?
Thats what I thought if your talking about the width and height there all the same in the Gui properties -> settings and values.
Quote
How large is your gui?
Gui..err.what do you mean? Yes I know GUI means graphical use interface.Ã,  But what do you meanÃ,  by Gui size?? Could you be more specific?
Quote
How large is the inventory area?
All I know is what I can tell you from viewing the Gui option.Ã,  Height = 130 width = 220
If I am looking in the wrong area then let me know.
Quote
The default size for inventory slots it 40x22 pixels, so your width should be a multiple of that: You want 4 inv items visible at a time? Make the inventory area 4*40 pixels wide. To set a custom size for inventory slots, use the SetInvDimensions function.
Hold on slow down..40 X 22..pixel..I can't see anywhere that I can change the pixels except the width and height of the inventory window and other buttons e.t.c in the GUI. BTY I am using AGS 2.61 if that makes any difference.
Quote
To see how to implement inventory scrolling, I recommend searching the forum, and checking out some templates (unfreezes January 9th) and game sources.
I'm looking into this except my other problem is that when I make a change in the GUI option and add for example a slider then it does not seem to register the changes. Yes, I don't know what I am doing wrong.
Bhup
#18
Strazer ThanksÃ,  fot that.
1. Here is the inventory image:


(I know the animations are a bit lame but I can draw better on paper than the computer LOL anyway I'm still learning).
As you can hopefully see, the rope and the turkey are cut off. How can I shape the inventory so that it will show all the items without cutting anything off.

Also I wanted to add a slider to the inventory window but how do I make AGS register the changes.Ã,  I saved the game but the game did not acknowledge the changes.

2. Here is another problem:


The cup objects have been left on. The user is supposed to click on the parts where the
the cup objects are placed in the image above in an X formation using the rod and then he can cross the bridge.Ã,  So the user has to click from the top left cup, then, click on the the bottom right cup, then click on the top right cup and finally click on the bottom left cup.Ã,  The cup object below his left foot is just so that the animation can start there.

Strazer you said to use:Ã, 
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13771


Which works but I don't see the problem with my code:

Code: ags

Ã,  // script for object2: Use inventory on object
if ((GetGlobalInt(1) == 0) && (GetGlobalInt(1) == 2) && (GetGlobalInt(3) == 0)) {
	Ã,  SetGlobalInt(0,1);
}Ã,  
else{
	SetObjectView(6,15);
	AnimateObjectEx(6,0,0,40,0,1);
	ObjectOff(6);
}



The GetGlobalInt values are, to me, like boolean values which AGS does not really have.Ã,  Each of those Global values will be set each time a cup object is clicked on.Ã,  I use SetGlobalInt to do it.Ã,  The code above will be pasted in the other interaction editors for each of the objects which are placed on the demons shoulder arm and legs.Ã,  Except they will each be testing other GlobalInts.Ã,  Can you tell me if this poses a problem??

The other thing is that I don't think the rod sees the objects because when I click on it nothing happens.
Are the GlobalInts not 0 by default or something.

Please someone put me out of my misery.
Bhup


#19
Can some one tell me how to attach/upload images with my the post/reply.  I want to show an image to describe my problem. I could not do it before as when I used Alt printscrn it just showed a black screen.  Anyway I have had to recreate the problem using photoshop. Now I have an example.  Can anyone help please?
Bhup

#20
To Ashen,
A million thanks!!!!!!!!! You have given me exactly what I was looking for:
Code: ags

NewRoomEx (character[EGO].prevroom, 100, 100);



Shame you or anyone else can't answer my inventory problem.  (She says, as if you haven't allready helped me out allready.)   ;D

When I run the game and display my inventory window by the time I have reached room 4.  The  items in the inventory at each end, go off the screen. What can I do to avoid this?

Any takers???
Bhup

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