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Messages - CocodaMonkey

#1
Is there a way to change the filename AGS makes for the game? I know when you start making the game it asks you but I'd like to edit it to make a diffrent file name.

I would just rename it after compiling the game but that breaks the setup program.

Edit: NM, I finally figured out it bases the exe name off the folder name.
#2
Ah, thank you.

I'd seen that earlier too and it tottally slipped my mind.
#3
I figured the inventory screen would be editable by simply editing the inventory gui. To my suprise this gui which is provided under the gui tab isn't used at all. It doesn't matter what I do to this gui the in game inventory gui doesn't change.

All I need to do is add a button to the inventory gui. I have added it successfully to the inventory gui under the gui's option in the editor but I can't actually figure out how to make the game use that inventory gui. Nor can I find the inventory gui it appears to be using.
#4
Does AGS have any way of setting the speech font per character. All I really want is to have the player character use one speech font and everything else uses another. There is a setspeechfont option but it's a global thing.

Also is there any reason why AGS doesn't let you set the speech color for npc? It provides the box, but it only seems to work if it's the player character.
#5
No, that's just standard parser usage. I just need a catch all. But one that only catches if the word isn't in the system.

Don't worry about it. I'll just code it diffrently so that I don't need such a function. It's a little more round about but it'll work.
#6
No, not match any word. Match any unused word. Match any word won't work because I can't have it matching words like hello or anything that is in the list of words.

Alternativly I think I could manage the same effect if there is some sort of stopscript function but i can't find one.
#7
Is it possible with the parser interface to match any unused words? By this I mean if a person types "ldkfjdlskfjdl" I want to match that. But at the same time if a person types "hello" or any other words currently in the list I don't want to match that.
#8
Thank you, that is what I needed to know. :)
#9
Is it at all possible to make a global variable in AGS?

Right now I've got something like

Code: ags

Ã,  function dialog_request (int xvalue) {
Ã,  Ã,  if (xvalue == 1){
Ã,  Ã,  Ã,  gamevar++;
Ã,  Ã,  }
Ã,  }

Obviously that isn't the whole piece of code but it's all that is relavent to my question.

Of course this won't work because gamevar isn't a variable in there. I also can't define it inside of the function because I need it's old value to be retained whenever this function is called, and if I define it in there it will reset it each time the function is called.

I tried adding the variable to the game_start() function. That seems to work, but it doesn't make it a global variable so it doesn't help me any.
#10
I'm just wondering how the character pictures work. I can make the character portrait appear on screen when I talk to a character. My question is, if I want to make this portrait lips move do I have to make a view which includes the entire portrait and animate the lips. Or can I just have a lips animation and then overlay it on top of the protrait?
#11
Thank you Candle, that is exactly what I was looking for.
#12
I'm just trying to add a menu to my game but I can't figure out how to pick what screen to start on. By default it starts on room1. Of course I've already used room1 since I started with real rooms. My menu is room 300, I figured I'd beable to set it by editing function game_start() but I can't actually find anywheres to edit that function from.

Also, since this is a menu, I'd like to disable the menu bar at the top of the screen. I can make it so the character doesn't show already but the menu bar just won't go away.

Thanks for any help you can offer.
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