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Messages - flicky1991

#1
I've got the pen, the remote, the honey, the envelope, the letter, and the vacuum cleaner (containing wallet). So what do I do with them?!
#2
Nope, can't get any of that stuff to work.  :(
#3
This is the code, but I haven't changed it from how it started, so I don't see how it could be wrong:

Code: ags
function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else if (button == eMouseRight || button == eMouseWheelSouth){
    // right-click our mouse-wheel down, so cycle cursor
    mouse.SelectNextMode();
  }
  else if (button == eMouseMiddle) { 
    // Middle-button-click, default make character walk to clicked area (a little shortcut)
    // Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
    // leave our options open - what if you have a special script triggered
    // on "walking" mode?
    ProcessClick(mouse.x, mouse.y, eModeWalkto); 
  }
  else if (button == eMouseWheelNorth) { 
    // Mouse-wheel up, cycle cursors 
    // If mode isn't WALK, set the previous mode (notice usage of numbers instead
    // of eNums, when it suits us)...
    if (mouse.Mode>0) mouse.Mode=mouse.Mode-1; 
    else 
    { 
      // ...but if it is WALK mode...
      if (player.ActiveInventory!=null) 
      {
        //...and the player has a selected inventory item, set mouse mode to UseInv. 
        mouse.Mode=eModeUseinv; 
      }
      else 
      {
        // If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
        mouse.Mode=eModeTalkto; 
      }
    }
  }
}
#4
Yes, it is set on True. It still doesn't work! I can't do anything to any items in my inventory!
#5
Yeah, I really like that idea! And you could hide entries related to other Adams stuff, too, like Dirk Gently!
#6
Completed Game Announcements / Re: Chatroom
Thu 31/07/2008 18:09:24
Hey, that was quite good! He kept saying "uhh" a lot though. Oh well.
#7

Control Fierdd Pineapple as he goes on a mission for King Goker to retrieve the Golden Pitchfork!
The game is named "Bluffland" as this is the world in which all stories and trading cards made by my friends and I are set - this is because the cards are called Bluff My Bluff. (Don't ask.)
This is a demo, so when you exit Gokerville, the game will end.
TO DOWNLOAD, COPY THIS INTO YOUR BROWSER'S URL BAR (DON'T CLICK IT):
http://www.freewebs.com/flicky_gma_2/bluffland.exe

NOTE: I just fixed a couple of bugs, and I'm now uploading the new version. It should be available in a few minutes.
#9
OK, then that doesn't help what I'm trying to do.
#10
Quote from: OneDollar on Tue 29/07/2008 14:29:21
Creator's point is the most likely answer; you always have to link your code to an action. Make sure that when you choose the inventory item and click the Events lightning bolt you have iBottle_Look written next to Look at inventory item.

If you've already done that let us know.

Yes, I have done that.

I also don't understand the "crosshair" thingy - does that mean you can only click on a specific pixel to activate it?

EDIT:
Quote from: matti on Tue 29/07/2008 10:35:51
Can you click the items (e.g. use them)?
No, that doesn't work either.
#11
Yes, it is in the global script. As I said, I followed the tutorial.
#12
I followed the tutorial, and wrote a script for when I look at an item in my inventory:

Quotefunction iBottle_Look()
{
  Display ("Yes, you're carrying a massive water bottle. You don't even have a bag. It's best not to ask about it.");
}

However, when I look at the item, nothing happens. What have I done wrong?
#13
Quote from: Makeout Patrol on Mon 28/07/2008 22:15:12
Go into your room script and see if there's a blocking command (something like character.Walk() if it's set to block or Display() or something) in the room_Load() function. If not, the other common mistake is importing a black picture as a new background rather than replacing the current background, so make sure you haven't done that, either.
Thanks, it was the second one. Now I know not to make that mistake again!  :D
#14
The BFAQ says:

QuoteMake sure that you haven't used a blocking command in the "Player enters room (before fadein)" event for that room. Remember that this event happens BEFORE the screen fades in.

I don't understand this. Where is the "Player enters room (before fadein)", and how can I remove the blocking command?
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