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Messages - ranmyzer

#1
Ok, now work right!

tnx a lot..

we must create a great game :)


#2
This is the link to the entire directory of the game.

http://www.mulaturda.altervista.org/_altervista_ht/Interf_ok.zip


tnx a lot
#3
don't work... like if the code that you have suggested to me does not exist.

I use the best colour deep possible.

can i send you my global script?

tnx
#4
It didn't work... I use the 2.7 version.
#5
exactly. when i move the mouse cursor at the bottom of the game screen (an inventory like Black Mirror game.. see the ryoga post for the gamescreen link) i want the gui fade in from the black (black is the background color of my inventory). When i move out the mouse cursor from the inventory i want the GUI fade out.

#6
I have the inventory at the bottom of the game screen. Can i add a dissolve (to/from black) video effect to my inventory?
#7
WOW... Work fine!!! Tnx to Ashen's code and everybody for the help.

Ranmyzer.
#8
Tnx a lot to everybody for the help. This evening i'v try to set your suggestions.

I will give you the link of the new folder.




#9
the game don't crash, but when i click in the left mouse button ags ignore my command.

if you can this is the link of the game folder.

http://ranmyzer.altervista.org/Interf_ok.rar

#10
tnx a lot for the reply!

i've changed the code with that but i've not resolved. (i have the 2.7 version)

the problem: look click it's ok but the right click mouse is death.
#11
I can't set the right click events and left click events. I want that my adventure use the mouse in this mode:
right click -> look
left click -> everithing alse

this is my global script... where is the problem?

// main global script file
   DynamicSprite* dynArray[10];

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
 
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
 
  // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

  // ** CUSTOM INVENTORY WINDOW
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
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)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.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
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) {


  if (IsGamePaused()) {

  }
  if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hotspot[0]) {
  ProcessClick(mouse.x, mouse.y, MODE_WALK);
  }
  else if (button == eMouseLeft) {
  ProcessClick(mouse.x, mouse.y, MODE_USE);
  }
  else if (button == eMouseRight) {
  ProcessClick(mouse.x, mouse.y, MODE_LOOK);
  }
  else if (button == eMouseLeftInv){
    ProcessClick(mouse.x, mouse.y, eModeInteract);
  }
  else if (button == eMouseRightInv){
    ProcessClick(mouse.x,  mouse.y, eModeLookat);
  }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE



#sectionstart btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvOK_Click(GUIControl *control, MouseButton button) {
 
   // They pressed the OK button, close the GUI
   gInventory.Visible = false;
   mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
 
   // They pressed SELECT, so switch to the Get cursor
   mouse.Mode = eModeInteract;
   // But, override the appearance to look like the arrow
   mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
 
  show_inventory_window();
}
#sectionend btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
 
  if (player.ActiveInventory != null)
    mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconLoad_Click(GUIControl *control, MouseButton button) {
 
  RestoreGameDialog();
}
#sectionend btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
 
  QuitGame(1);
}
#sectionend btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
 
  Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2005 Chris Jones");
}
#sectionend btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart Conferma_Click  // DO NOT EDIT OR REMOVE THIS LINE
function Conferma_Click(GUIControl *control, MouseButton button) {
   int i = 0;
   while(i<10) {
      if(dynArray != null)
      {
      dynArray.Delete();
      }
   i++;
   }
  gSavegui.Visible = false;
   gGui4.Visible = false;
   Wait(1);
   SaveGameSlot(100,"descrizione");

}
#sectionend Conferma_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
   int width = 120;
   int height = 90;
   int i = 0;
   while(i<10)
   {
      dynArray = DynamicSprite.CreateFromSaveGame(100+i,width,height);
      i++;
   }
   if(dynArray[0] != null)
      button0.NormalGraphic = dynArray[0].Graphic;
   gSavegui.Visible = true;
}
#sectionend btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart button0_Click  // DO NOT EDIT OR REMOVE THIS LINE
function button0_Click(GUIControl *control, MouseButton button) {
  gGui4.Centre();
  gGui4.Visible = true;
}
#sectionend button0_Click  // DO NOT EDIT OR REMOVE THIS LINE
#12
Exixt a metod to scroll my object inventory horizontally?
#14
Exist a script to assign look action to right mouse button?
please anyone can help me?

tnx a lot
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