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Topics - freeplayer

#1
Hello.

Let's say i have a cabinet, which i want my character to be able to open it up. Once he opens the cabinet, i want him to look inside.

1. The cabinet (closed). The character can look at the cabinet (maybe sayin something), and when pointing the cabinet door with the use hand he can open it.


2. After he opens it, the cabinet will look like this, (than, he can use the Eye tool to look inside):


3. After the cabinet is opened, he will use the Eye to look inside, than the imagine of the "inside cabinet" will appear on whole screen:


Later, i will add some stuff inside the cabinet, some objects (i know how to do that since i've managed to add an object in my room).

Is that achievable?
#2
he pointer will show the description if u put the pointer in the air and not on the object.

Why?
#3
Hello.
I've made in my demo game, an object. It's a Knife (Cutit, in my language).
I've place the object, and also made it so the main character can take it in his inventory. Everyting works fine until here.

My problem is:

When/If the character wants to look at the object before picking it up ( function OBECJTNAME_Look() ), the object (the EYE cursor) must be place lower (very low) than the actual object to be seen, and also to see the description. Why? Normaly, you must put the EYE cursor ON the obect, and not under it, in the "air". Same ting is when i select the HAND cursor (interaction). To pick up the object, i must place the cursor under it and not on it, as it normaly would be...

I will show you 2 pics:

1 - In this pic you can see the EYE is below the actual object, and i get the description "Cutit" (knife). This is wrong because the EYE cursor is out of range and not on the object.


2. In this pic you can see the EYE is ON the object, as it normaly would be, but no description (same ting with pick-up/interact).


Any solutions?

Thanx!
#4
Hello all.
I've tried search in the manual and also over net this issue but couldn't find exactley.

I want to have a track of music / room. Each room, to play the designated music track once entered in room.
I realised that with the code:
Code: ags

function room_FirstLoad()
{
     aMusic1.Play();
}

That I set in the both rooms i have. But, there is a problem. When i go from room 1 to room 2, the music changes, so it's ok. But once i go to room 1 from room 2 (back) the music from room 2 plays and no other changes.

Would apreciate help to set each room to have a soundtrack on entry, EACH time!

Thanx!
#5
I added the code:
Code: ags

function room_RepExec()
{
     aRoommusic.Play();
}

Because I wish to have a loop of music in the Room. All works fine BUT:

1. The sound got very very bad, in quality. If I use the sound as
Code: ags

aRoommusic.Play();

It sounds perfect. If i use it in the code i gave first, with the loop function [function room_RepExec()] the sound got very worst.

2. The sound with the loop function [function room_RepExec()], is over the footsteps of the character sound, thus, I can't hear the sound of the footsteps any more.

In conclusion, if i use aRoommusic.Play(); everyting is fine (quality of music and also i can hear the footsteps), but, there is no loop in music.

Please, how can I solve this?

Thank you!
#6
Hello to you all.
I am new here, and also a beginner in the point and click game creation, but I find it very interesting and I am begining to get further and further each day!

I have a simple question. I want my character to say a text when first room starts. For example, just after the fadein, I want my character to say "Hi".
I read over forums, it would be the code (in room script):

Code: ags
function room_AfterFadein()
{
     cHero.Say("Hi");
     aSound3.Play();
}


Also I added aSound3.Play(); because I wish a short sound would play when room starts.
I did that, but nothing happens.

I must say, I managed to put sounds on footsteps and also a "look at with dialog function". But I can't get the room_AfterFadein function to work.

PS: I am using AGS Editor .NET (Build 3.2.1.111).

Thanx!
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