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Messages - storycatchermike

#1
Well, that sort of worked. Now, I'm getting the character's actual name instead of a blank line. I was hoping, though, that I would be able to make it so it would make it so you can't push the "ok" button until there is at least 1 letter in it.
#2
Well, I just tried your idea, and all it did was make it so there was no name put in. If I didn't put in a name, it gave it a blank name, but if I did put something in, it still had a blank name, so that idea didn't work...you think you know any other ideas?
#3
And exactly how do you go about doing that? I'm not quite sure how to set the script so it checks things. Although, your code did work, so thanks alot, I owe you one!
#4
I'm having problems. I want to make the player select the character's name, but I have tried all of the things you have said to do, and I keep getting an error, saying that my strings are not being recognized. What am I doing wrong?
Code: ags
  InputBox("Hello, what's your name?",plrname);
  StrCopy(character[EGO].name,plrname);
  Display("Well, nice to meet you %s",character[EGO].plrname);

Can someone help me with this?
#5
Yeah, you're right. RPG Maker is annoying to run, but I've had good experience with it. My first game came out on it. I'm thinking about transferring it over to AGS, supposing I could get the help I need. I have noticed that many try to make Zelda games on RPG Maker, and my reaction, after 5 months of experience with it, is "Yeah, but are there any puzzles? What about switches? What about pulling statues? What about pictures for the inventory items? What about using the inventory items?" and much more. I have decided that AGS can probably make a good Zelda game, if one tried hard at it. So, I started to try, but I stopped, because I couldn't figure out how to do it. I know, though, that RPG Maker will NEVER make a good Zelda game.

Also, I do like RPG Maker, but in my experiences with it, I have decided the following: RPG Maker CANNOT make voice games. RPG Maker CANNOT make long and fun games. RPG Maker CANNOT make hybrids (like Zelda and Quest for Glory) and RPG Maker CANNOT make good RPGs, unless one is looking for an amateur-like game. Although, I do have one RPG Maker game, it is only a free version. When I get better at AGS, I will probably make the game again, but next time, it will not be with RPG Maker.
#6
I need help in my game. I'm in need of a sprite. It needs to be an Ankheg popping out of the ground. Can someone do this for me? I am in desperate need of it. If anyone needs a picture of an Ankheg, I have one. Just give me your email address so I can send it to you. Mine is storycatchermike@yahoo.com.
#7
oops...forgot to put that in when I typed it out...it still isn't working v.v
#8
I hate to say it...but that made no sense...
Code: ags
   if (interface == OPTIONS) {
    if (button == 5) SetGameSpeed(GetSliderValue(2,5));
    if (button == 13) SetMusicMasterVolume(GetSliderValue(2,13));
    if (button == 10) SetSpeechVolume(GetSliderValue(2,10));
    if (button == 4) SetSoundVolume(GetSliderValue(2,4));
    if (button == 0) SaveGameDialog();
    if (button == 1) RestoreGameDialog();
    if (button == 2) RestartGame();
    if (button == 3) QuitGame(1);
    if (button == 8) Display("Game by Knights Creations with use of AGS. AGS copyright of Chris Jones.");
    if (button == 9) {
      GUIOn(1);
      GUIOff(2);
    }
    if (button == 3) DisplaySpeech(EGO, "Art thou shure thou wishes to quit?"; {
      GUIOn(5);
      GUIOff(2);
       }
    } 

That's my entire options menu.
#9
Quote from: strazer on Mon 18/04/2005 04:30:20
QuoteActually, I figured out what all was wrong.

Care to tell us what was wrong?

As for the quit screen, in addition to the GUI a control was clicked on, you also have to check which control it was, hence your interface_click function should look something like this:

Code: ags

function interface_click(int interface, int control) {

  if (interface == YOURGUI) { // if any control on that GUI was clicked
    if (control == 2) { // if control no. 2 was clicked (quit button)
      QuitGame(0); // quit game without asking
    }
  }

}


Note I have used "control" as the variable name instead of the default "button" since I like that term better.

And please, if you have basic questions such as this that are not directly related to the subject of the thread, please open a new thread in the Beginner's Forum instead of posting to the sticky threads. Thanks.

The problem that I had was that I had it set to "normal" instead of "popup Model" I do that sometimes.

Also, I dunno if that'll work, because that is extremely similar to the code I used.  What I'm trying to get it to do is come up with the main character asking if the player is sure if they want to quit or not, and then go to the GUI which has the "quit" and "play" buttons. I can't get it to switch, though, without the GUI popping up whenever I click any of the buttons. It should only come up when I click the quit button, but it comes up when I hit any of the buttons, except for restart.
#10
Quote from: strazer on Mon 18/04/2005 04:21:04
Manual: Tutorial -> Setting up the game -> Inventory -> 3rd to last paragraph.
(INVSHR) should do the trick.
Thanks, man, that helped. I guess I forgot to look in the manual for that. Thanks for the help.
#11
I have a problem. When I interact with an inventory item, it picks the item up, but the item doesn't appear in the box in the iconbar. What do I have to do to make it appear in the iconbar?
#12
Actually, I figured out what all was wrong. Now I have another question. I'm trying to make a custom "quit" screen, but whenever I put in the script, the custom quit screen comes up anytime I push a button on the Options GUI. Anyone think they can help with that? Does anyone have a script that can keep that from happening?
#13
Umm...since no one said anything to my last one, I'm gonna post something else. Can anyone help me with my inventory window? I got it to load up and stuff, but it is loading up on startup. How do I stop that? Also, how do I get it so you can look at and grab items? Whenever I click on an item in look or get mode, it just changes the icon. What am I doing wrong?
#14
Can someone possibly give me the entire code for making a lucasarts inventory? I've tried to do it, and I can't figure it out at all. Anyone think they can do that for me?
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