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Topics - Adrian

#1
The Rumpus Room / Accessories for AGSers
Sat 20/04/2013 14:22:40
I definitely need this one:

Just My Day Job

(laugh)
#2
Has anyone been missing the fantastic challenge called Coloring Ball? I have. And I'm sure some of you will enjoy reviving this nice little tradition.

Refering to last Coloring Ball winner Daniel Thomas I feel free to start a new competition. So here you are:

Use the shape to draw something that's actually invisible. This could be anything existing or fictional. You could paint something that is invisible because it's hidden in the dark forever, or something that is invisible because it's so small (or big) that nobody will ever realize it. It's all up to your imagination.

I didn't want to go for the too obvious easter holiday topic, which I hope is all right with you.

And here's the shape:



Rules:

1. You can replace the outline with your own colors.
2. You can use as many colors as you like.
3. You can resize and rotate as needed.
4. Your entries must be in by March 31st.
5. Have fun!

Trophies:


And this extra trophy is for all participants who helped reviving the Coloring Ball. Everyone who provided an entry is free to take it.  :smiley:


#3
Hi everyone,

I'm setting up a new game using the verb coin template with three buttons: interact, look and talk. The template itself works very well and does just what it is supposed to do. But I was wondering how to set up a function for a single click on a hotspot without using the verb coin.

For example: You have a hotspot for a door. Choosing the interact button from the verb coin makes the player enter that door and change rooms. But I'd like the player to be able to do so by just clicking once at the hotspot without opening the verb coin. It would be great if I could run a function there for many reasons.

Using hHotspot_AnyClick from the events panel works for clicking on the hotspot but makes the function run also after using the three verb coin buttons. So that doesn't really work. Does anyone have an idea how I could get there?

Thank you.
Adrian
#4
Hello,

does anyone know if there's still a download link to the old AGS verson with the looping room in the demo game somewhere? I'd like to do something like that and there are several threads in the forums about looping rooms and endless backgrounds. But I can't figure it out completely. So I'd like to have a look at the original script to see how it works.

Thanks a lot.

Adrian

[EDIT]: zabnat provided some code and an explanation of how looping rooms work in this thread here.
#5
Hello,

first of all, I'm sorry for double posting this, but the Modules & Plugins thread I put this in doesn't seem to have any watchers any more.
(http://www.adventuregamestudio.co.uk/forums/index.php?topic=32745.0)

I have a litte issue with the built-in VerbCoin Template:
When I set the player character's starting room to a different one than 1, I'm not able to open the inventory item. Right click has no effect then.

I'm sure this is a minor issue. Can anybody tell my how to fix it?

Thanks!
#6
Hello,

In my game I’m using the VerbCoin Template and the Verbcoin module version 1.1 by monkey_05_06 in addition. My AGS version is 3.2.0.

I’d like to use the VerbCoin on the inventory items the same way as on objects, hotspots etc., which seems to be a bit difficult with the VerbCoin template and/or module.

Everytime I keep the mouse button pressed over an inventory item the VerbCoin appears. But when I select one of my default VerbCoin button look/talk/interact the game tries to use the item on itself and displays the message “Cannot use book on book” (for example) and the cursor automatically changes to the item’s sprite, which is not what I want when using the VerbCoin on an item.

Here’s what would be perfect:
1.   A single short click on an inventory item makes the cursor the active item as usual.
2.   A continuous click on an inventory item opens the VerbCoin to use the VerbCoin buttons on the item like on objects, hotspots etc.

Is this possible at all without extensive changes in script? Or would it be better to refuse using the VerbCoin in inventory at all and only have option No. 1?
#7
Hello everyone,

I have several problems with the AGS buit-in VerbCoin Template which I will explain in seperate posts. Here's the first  one:

When I open the inventory window and execute an action (look/talk/interact) on an inventory item, I get an error message: Error running function 'repeatedly_execute': Error: Null string referenced"



I searched the forum and found similar threads, like these:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45162.msg605432#msg605432
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=41115.msg544337#msg544337
but I think my problem is still a bit different.

I use the Verbcoin module version 1.1 by monkey_05_06 in addition and did not change any code. My AGS version is 3.2.0.

The error already occurs when I hover the mouse over the inventory item before having the chance to release the mouse button. The error does NOT occur when I put any strings in the inventory item's custom properties "Custom_Interact", "Custom_Look" and "Custom_Talk". But I don't want to fill in custom properties for every single invertory item. So there seems to be a problem with the default values for inventory items or something.

Does anyone know how this could be fixed?
#8
Hi !!

I'm making sort of a tile puzzle with 16 objects which have to be placed in certain coordinates in a random order before fadein. For help with the random order of the tiles I found this thread, where Lt. Smash provided some code:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35405.msg463913#msg463913

I put the code in the script header and in the main script but I keep getting this message:

QuoteVariable '::' is already defined

Can anybody tell me what could be wrong?

Thanks!


my scripts:

in GlobalScript.ash:
Code: ags

struct coordinates
{
  int x;
  int y;
  bool used;
};
import coordinates Point[15];


struct mem //in that struct you can add your functions for pair checking etc.
{
  import void mix();
};
import mem Memory;


in GlobalScript.asc:
Code: ags

coordinates Point[15];
export Point;


mem Memory; //on top
export Memory;

mem::mix()
{
  int i;
  while (i < 15) { //reseting memory
    Point[i].used = false;
    i++;
  }
  i = 0;
  int pos;
  while (i < 15) { //mixing the tiles
    pos = Random (15-1);
    if (!Point[pos].used)
    {
      Point[pos].used = true;
      object[i].SetPosition(Point[pos].x, Point[pos].y);
      i++;
    }
  }
}


in room_Load:
Code: ags

Point[0].x = 60;
Point[0].y = 50;
Point[1].x = 110;
Point[1].y = 50;
Point[2].x = 160;
Point[2].y = 50;
Point[3].x = 210;
Point[3].y = 50;
Point[4].x = 60;
Point[4].y = 100;
Point[5].x = 110;
Point[5].y = 100;
Point[6].x = 160;
Point[6].y = 100;
Point[7].x = 210;
Point[7].y = 100;
Point[8].x = 60;
Point[8].y = 150;
Point[9].x = 110;
Point[9].y = 150;
Point[10].x = 160;
Point[10].y = 150;
Point[11].x = 210;
Point[11].y = 150;
Point[12].x = 60;
Point[12].y = 200;
Point[13].x = 110;
Point[13].y = 200;
Point[14].x = 160;
Point[14].y = 200;
Point[15].x = 210;
Point[15].y = 200;
  
Memory.mix();
#9
Now that the forums are up again we can start the next SPRITE JAM! I know everybody here is busy with baking cakes and other tasty delicacies, so let's dive into the spirit of the holidays. Christmas time is comming soon and it's time to mess around with it a little bit!  ;D

Everyone knows Santa's little fellows who help him getting his presents wrapped neat and tidy year after year. But are these little elves really happy with their jobs and lives?? Imagine an elf (or two or three) being really pissed off.

Here's the topic: Draw an elf that really goes MAD! Use all your imagination to show us how dreadful or nasty or depressed or freaked out an elf can really look.

There are no limits for colors, size etc. Sprites must be AGS compatible.

Deadline is the 2nd of December.

Trophies:
first
second

Let's start!
#10
Here's the shape:



The topic: Create a vehicle to carry your adventure game hero across the water.

Although the shape looks a bit like a boat, it isn't a boat!! You can draw any kind of vehicle but a simple boat or ship is not enough. Vehicles can contain or consist of metal, mashines, wood, organic material, animals or anything you can imagine, there are no creative limits.

You can rotate the image as needed, but retain the original shape (outline can be recolored as part of the image).

The deadline is October 04, 2011.

The trophy:


Aaaaaand go!

#11
Hi everyone,

sorry for bothering with this, but it's just a short simple question:

With the new audio system of AGS the PlayAmbientSound command is gone. Is there any substitute for the coordinates to be set within that command, which set the point where the ambient sound's volume is at maximum, depending on where the player character is?

I've searched the forums but found nothing like that.

Thanks!
#12
Hi everyone!

Is it possible to change the walking speed of characters depending on scaling in only one room instead of globaly all rooms? I couldn't find any script commands.

Thanks!
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