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Topics - goopscoop

#1
I'm attempting to make a character flicker during a dialog sequence. The idea is that the character is disappearing slowly, flickering in and out of existence.

Anyway, when I attempt to adjust the characters transparency during dialog, nothing happens. The game eBlocks for the desired amount of time due to the "Wait" commands in the script, but the transparency doesn't actually change. Any ideas of why this is happening, or any work arounds? Bear in mind that this is written in the dialog editor, if that makes a difference.

Here are two different scripts I tried.

#1
Code: ags

  int trans = cDude.Transparency;
  while (trans < 40) {
  trans ++;
  cDude.Transparency = trans;
  Wait(1);
  }
  while (trans > 0) {
  trans --;
  cDude.Transparency = trans;
  Wait(1);
  }


#2
Code: ags

  cDude.Transparency = 60;
  Wait(40);
  cDude.Transparency = 20;
  Wait(20);
  cDude.Transparency = 40;
  Wait(20);
  cDude.Transparency = 50;
  Wait(20);
  cDude.Transparency = 80;
  Wait(20);
  cDude.Transparency = 0;
#2
I've been pouring over this code for an hour and can't figure out why it's not working. When I attempt to launch the game, the error reads: "Error (line 36): buffer exceeded: You probably have a missing bracket on the previous line."

Here's the code: ()

Code: ags

function room_RepExec()
{
  int i;
  if(IsTimerExpired(1)) {
    i = Random(5);
    if (i == 0) cKeymaster.SayBackground("Psst. I think you dropped something."); // <-- line 36
    else if (i == 1) cKeymaster.SayBackground("Hey you, could ya help me out here?");
    else if (i == 2) cKeymaster.SayBackground("I'm lost, could you give me directions?");
    else if (i == 3) cKeymaster.SayBackground("I'm looking for my cat, Snuggles. Could you help me look?");
    else if (i == 4) cKeymaster.SayBackground("Don't be a jerk.");
    else cKeymaster.SayBackground("You've lost that lovin' feelin'. Let's look for it together.");
    SetTimer(1, 400);
    }
}
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