Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Gold Dragon

#1
ok I'm trying to script a puzzle where the user clicks on the piece of the puzzle and then drags it to where its supposed to go.

I have this code.
Code: ags

function noloopcheck oScroll1_Interact(){
  while(mouse.IsButtonDown(eMouseLeft)){
    oScroll1.X = mouse.x;
    oScroll1.Y = mouse.y;
  }
}


But I can't figure out how to update the screen while "dragging" the the item. I click and drag the item but it doesn't show that it moved until I release the left mouse button. Any ideas?
#2
Ok I'm working on a pixel perfect Puzzle. When I try to move the sprite object puzzle pieces in place to make sure they fit. The sprite image moves 2 pixels yet the Start Y coordinate number only moves 1. This is making it impossible for me or eventually program for the user/player to fit the pieces together perfectly. Is this a bug or a game mechanic? Either way can it be fixed. I'm working with 32 bit color and 800X600 Rez

If you need me to, submit pictures I can
#3
Any Idea why I would be getting this error?

Error: String is too long: The Chronicles of Thomas Covenant
Version: AGS 3.0.2.40

AGS.Types.AGSEditorException: String is too long: The Chronicles of Thomas Covenant ---> AGS.Types.AGSEditorException: String is too long: The Chronicles of Thomas Covenant
   at ConvertStringToCharArray(String clrString, SByte* textBuffer, Int32 maxLength)
   at save_crm_file(Room room)
   at AGS.Native.NativeMethods.SaveRoomFile(Room roomToSave)
   at AGS.Editor.Components.RoomsComponent.SaveRoomOnThread(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.Components.RoomsComponent.SaveRoomButDoNotShowAnyErrors(Room room, CompileMessages errors, String pleaseWaitText)
   at AGS.Editor.Components.RoomsComponent.SaveRoomAndShowAnyErrors(Room room)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreSaveGame(PreSaveGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreSaveGameHandler.Invoke(PreSaveGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.SaveGameFiles()
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lpara


EDIT:
ok after some more tinkering and trouble shooting I found this source of this error..

it has to do that the Discription of hotspot ID 8  hUnbeliever is "The Chronicles of Thomas Covenant"

And it came up with that error. Is this Bug fixed in the newest version of AGS?
#4
Hints & Tips / Quest for Yrolg
Tue 17/06/2008 01:19:03
Once more Crystal Shard does Beautiful work **signs in awe and Jealousy**

ok I killed the fighter, how do I kill the rouge????

Spoiler
I put the sword bye the right door in the library and the mummy in the south door in the Dragon room to make him drop his shield. Then pushed the button in the temple.
[close]

But that method uses up the ...
Spoiler
mummy
[close]
Which the the Dragon hints is to be used on the rouge. I can't pick up the Gem yet.

And Feeding the Warm Meat to the tentacle doesn't seem to do anything. But deliver a bug I think cuz a Graphic now follows you from room to room

Spoiler
To warm up the meat you put it on the ground in the dragon room and ask the dragon to breath fire.
[close]

anyone have any ideas? or got a different way to kill the fighter?
#5
The Story So Far

Over all Plot:
You set out on an adventure and eventually find a dragon egg and when it eventually hatches it is stolen away by an evil wizard. Which you then set out to rescue it.

Story Details and notes
*You are a young man raised by a blacksmith you now call father. You were dropped off at his door step very little and have no idea of your origins. The only life you know is that of a blacksmith's apprentice.

The Legend

There is an old Legend. Some just call it a myth. It was the story about the bond between human and dragon. The beginnings of the Dragon Knight

Long ago in ancient times, humans and dragons were rivals. Both competing for land, to hunt and to live upon, and water to drink. They fought and killed one another till the land was torn of battle and bloodshed.

Finally the great leaders of both races met. The humans feared the dragons as vicious power hungry beasts, and the dragons saw the humans as a petty nuisance and annoyance. But they both knew they had to find a way to co-exist.

So it was decided that they would live in different planes and lands. Places and regions with unmarked boundaries, so that neither could be knowingly found and crossed again.

For ages it was like this, until the memory of dragons among the human race was mostly forgotten and they became fairy tales and myth.

Until one day a young boy wondered far from home. As youth usually are, he was curious about the world and went out to explore and seek adventure.

He wondered far and crossed the forgotten unmarked boundaries of long ago. There he found another young creature of youth. A gold dragon fledgling, whom it self was curious about the world and went out to explore it.

Soon the two became great friends. Day after day month after month the two would sneak off with one another and go on grand adventures together. As they spend more and more time together. Their bond grew until it was an impenetrable by anything.

Eventually the king of the dragons and dragon counsel found out about the two misfits. They were observed and watched. Thinking this might be a human trick or a traitorous dragon. But realized this bond was something genuine and special. So The Dragon King and many of the high counsel members changed their minds about the human race and that maybe the age of separation between man and dragon should end and a new one, begin.

The Dragon King then blessed their bond of friendship between man and dragon. Where as such, the hearts, souls and minds of the two should become one.

Thus the Dragon Knight was born.

Then the decision that was meant to bring the two races together once more war. Civil war. Members of both races thought that such a move was uncalled for and dangerous. For years this war raged. But the Dragon King stood by his decision. But eventually the dragons and disappeared again and this time there is no memory of why or how they did so. With no dragons, there can be no Dragon Knight and for a millennia it has been this way.

Until now…….

***Screen Shots***








Some Game Updates

5/26/08
*Added some more Puzzle elements

5/25/08
*Added new background for the inside Blacksmith room and re-did the walk area/walk behind area/hot spots for the room as well
*Fixed hourglass not animating during messages

5/23/08
*Added Torch like flicker effect to Black Smith Windows
*Created a way to display messages over different kinds of GUI's through further coding in SpriteFont
*Created a close up GUI to pick up an item.

5/20/08
*Currently the game now as six rooms.
*Added Item interaction with hot spots and inventory items. A beginning of a Puzzle I'm setting up.
*Game currently has 4 different inventory items
*Added window Lighting to buildings and smoke to the chimneys.
*Fixed up a few 'walk behind' areas and walk areas.

Click here if you want to download a walk and look around demo of the game. Keep in mind that the Character and animation is just the default one, until I can make or find some one to make one. So I haven't worried about distance scaling either. To EXIT click 'Main Menu' on the icon bar. See if you can find and figure out how to sharpen the Axe, find the gold coin, and Find and feed the bird.

I still need Background artists, Beast and character Concept Art/Artists (If you can draw Anime style characters, GREAT!! But not required.), Character Portrait Artists, Animators, and Fantasy Story developers.

With me working on everything at once I just haven't been able to get a head on any one thing.

Check out my request for help here

If you want to keep up on my updates and leave comments plz register at my game development forum, www.freepowerboards.com/DragonKnight
#6
Ok I feel REALLY stupid asking this but I can't find out how anywhere!!

I want to be able to make my character disappear.  Isn't there something like cEgo.visable = false or player.visable = false some where?
#7
Ok I'm trying to set up a kind of Light flicker effect by randomly selecting backgrounds that have different tints of light in them.

the code is this

Code: ags

function room_RepExec(){
  if (IsTimerExpired(1) == 1) {
    SetBackgroundFrame(Random(4));
    SetTimer(1,(Random(33)+40);
  }
}


It constintly changes.. there is no pauses between background changes. And when I put 'SetTimer(1,(Random(33)+40);' above the function room_RepExec() I get an error saying unexpected SetTimer?? huh?? so I left it thinking that if (IsTimerExpired(1) == 1)  would be true being that no setTimer has been set then it would be natually true.

Anyways can anyone help me out here?
#8
ok I wrote my own custom Txt Box Code

Code: ags

function SpriteFont::display(String Txt,  int x,  int y){
.
.
(creates txt box)
.
.
Overlay *displayOverlay = Overlay.CreateGraphical(x, y, sprite.Graphic, false); // create our overlay
  sprite.Delete(); // delete our temporary sprite
  while (!WaitMouseKey(1)) {} // returns 0 if the time has elapsed, 1 if a mouse button or key was pressed
  displayOverlay.Remove();

}


Works perfect for to display text on background. But when I call it to in inventory


Code: ags

function iDullAxe_Look(){
  FontDk.display("A Fine Axe but it looks a bit dull from all the chopping.");
}


Incase your going to ask.. yes FontDk is created and imported as a SpriteFont class/struct

My Guess is that the over lay is being writen over the background which the Gui is written on top of that in this order...

Background...
Overlay text Box..
Inventory Gui..

How do I make it...

Background..
Inventory Gui..
Overlay Text box

Any Ideas?
#9
Acutually the Full error is Runtime error: unexpected eof .... File: SpriteFont.asc ... Line -10 !?!?!?

First off I would like to abundantly thank anyone who attempts to solve my two problems. Two? Yes two, I will get to that in a second here.

Ok once more I'm trying to Customize SSH's SpriteFont to do more. I know you guys might start getting tired of me attempting this, but I refuse to give up

The Goal is to create this..



..Dynamically with these sprite tiles.

Custom Gui Text box Tiles


Custom sprite Letter Tiles


ok on to the two problems....

SSH's orginal code can be found here. http://ssh.me.uk/modules/SpriteFont.zip

(Jump down to the bottom of the post to see my explanation and requests)

My modification to SSH's SpriteFont struct in SpriteFont.ash is this....
Code: ags

struct SpriteFont {
  // Public
  import function SetFontSprite(char c, int spr);
  import function SetGuiSprite(int Ctr, int spr);     //****** My Gui Sprite Setting Function*********
  import function FontSpritesFromView(int v, char firstchar, char numsprites=-1);
  import function GuiSpritesFromView(int v);      //******* My import Gui sprites function*********
  import function FontSpritesFromChar(Character *c, char firstchar=-1, char numsprites=-1);
  import function SetFontSpriteFromFile(char c,  String filename);
  import function FontSpritesFromFiles(String fileroot, char firstchar, char numsprites);
  import function GetSpriteTextRawWidth(String t);
  import function GetSpriteTextRawHeight(String t);
  import function TextOnDrawingSurface(
#ifver 3.0
        DrawingSurface *ds, 
#endif
        int x, int y, String t, int transparent=0, int angle=0);
  import function TextOnBackground(int x, int y, String t, int transparent=0, int angle=0,  bool Dsp=true);
  import DynamicSprite *TextOnSprite(String t);
  import Overlay *TextOnOverlay(int x, int y, String t, bool transparent=0);
  import Overlay *RenderDisplay(int x, int y, String text );      // *******  monkey_05_06's  RenderDisplay  *******
                                                                                                                         // [[THANK YOU!!]]
  import function display(int x,  int y, String txt);  // My Display function
  int CharSpacing;
  int LineSpacing;
    
  // Private
  protected import function GetSpriteCharRawWidth(char c);
  protected int sn[MAX_CHAR_VALUE];
  protected int GuiSpriteNumber[9];    // *********My Gui Sprite holder Array*********
  protected int Max_Txt_Pxl_Width;   // ****My Maxium width of Desired Gui Text Box **
  protected DynamicSprite *ds[MAX_CHAR_VALUE];
};


My function definitions in SpriteFont.asc are......

Code: ags

 // *****************  My Gui Sprite Setting Function ************************
function SpriteFont::SetGuiSprite(int Ctr, int spr){
  this.GuiSpriteNumber[Ctr]=spr;  // Put the Sprite Number in Gui Text Box Ctr

}

// Modified from......

function SpriteFont::SetFontSprite(char c, int spr) {
  this.sn[c]=spr;
  this.ds[c]=null;
  int height=Game.SpriteHeight[spr];
  if (height>this.LineSpacing) this.LineSpacing=height; // find tallest char
}
.
.
.
// ************** My import Gui sprites function ***************************
//   Adapted from SpriteFont's FontSpritesFromView

function SpriteFont::GuiSpritesFromView(int v){
  int i=0;
  int loop=0;
  int frame=0;
  while (i!=8) {
    ViewFrame *vf=Game.GetViewFrame(v, loop, frame);
    this.SetGuiSprite(i, vf.Graphic);
    i++;
    frame++;
    if (frame >= Game.GetFrameCountForLoop(v, loop)) {
			loop++;
			frame=0;
		}
		if (loop >= Game.GetLoopCountForView(v)) {
				Display("ERROR: SpriteFont.GuiSpritesFromView: not enough sprites in view");
				QuitGame(0);
		}
	}
}  

function SpriteFont::FontSpritesFromView(int v, char firstchar, char numsprites) {
  int i=0;
  int loop=0;
  int frame=0;
  while (i!=numsprites) {
    ViewFrame *vf=Game.GetViewFrame(v, loop, frame);
    this.SetFontSprite(firstchar+i, vf.Graphic);
    i++;
    frame++;
    if (frame >= Game.GetFrameCountForLoop(v, loop)) {
			loop++;
			frame=0;
		}
		if (loop >= Game.GetLoopCountForView(v)) {
		  if (numsprites<0) return; // -1 just reads all sprites in view
		  else {
				Display("ERROR: SpriteFont.FontSpritesFromView: not enough sprites in view: specified %d, actually %d", numsprites, i);
				QuitGame(0);
		  }
		}
	}
}
.
.
.
// *****************************  monkey_05_06's  RenderDisplay **************************************
// It draws a nice box and boarder around the custom text, but that box and text are still stuck to the screen  :(
//                  Can anyone show me or mokey can you modify so this disapears like a regular Display() function?

Overlay *SpriteFont::RenderDisplay(int x, int y, String text) {
  if ((text == null) || (text == "")) return null; // invalid text parameter, abort
  int width = this.GetSpriteTextRawWidth(text) + this.LineSpacing + 4; // create the box big enough to fit the text, with 1/2 line-spacing padding, and a 2 pixel black border
  int height = this.GetSpriteTextRawHeight(text) + this.LineSpacing + 4;
  DynamicSprite *sprite = DynamicSprite.Create(width, height); // the sprite we will render our textbox onto
  DynamicSprite *textSprite = this.TextOnSprite(text); // here we grab the sprite-text into a sprite so we can draw it into our textbox
  DrawingSurface *surface = sprite.GetDrawingSurface(); // finally open up the sprite to begin drawing
  surface.DrawingColor = 31; // white for the background
  surface.DrawRectangle(0, 0, sprite.Width, sprite.Height); // fill the entire sprite with white, everything else will go on top
  surface.DrawingColor = 0; // black for the border
  surface.DrawLine(0, 0, 0, sprite.Height, 2); // draw the border at 2px wide
  surface.DrawLine(0, 0, sprite.Width, 0, 2);
  surface.DrawLine(sprite.Width, 0, sprite.Width, sprite.Height, 2);
  surface.DrawLine(0, sprite.Height, sprite.Width, sprite.Height, 2);
  surface.DrawImage(2 + (this.LineSpacing / 2), 2 + (this.LineSpacing / 2), textSprite.Graphic); // draw our text
  surface.Release(); // release the sprite so we can create the overlay
  textSprite.Delete(); // delete this sprite, we don't need it any more
  if (x == -1) x = (System.ViewportWidth - sprite.Width) / 2; // default x to center-screen
  if (y == -1) y = (System.ViewportHeight - sprite.Height) / 2; // default y to center-screen
  if (x < 0) x = 0; // if the x value is negative, set it back to 0
  if (y < 0) y = 0; // same for y value
  Overlay *displayOverlay = Overlay.CreateGraphical(x, y, sprite.Graphic, false); // create our overlay
  sprite.Delete(); // delete our temporary sprite
  return displayOverlay; // return the overlay so we can use it (move it around, remove it, etc.) (also if we don't it will be deleted! ;))
}
.
.
.
.
// ******************  My New attempt at a Text box Gui with custom Sprite Gui Text Tiles  *************************
function SpriteFont::display(int x,  int y, String Txt){

  int GuiBoxlength=0;
  int GuiBoxheight=0;
  int MiddleLoop=0; // int for how many Top Middle tiles there are?
  this.Max_Txt_Pxl_Width=600;  // Set Max text Length wanted. This will be setted by a function in the future
   
  if ((Txt == null) || (Txt == "")) return; // invalid text parameter, abort
  if ((x == 0) && (y == 0)){       // Set Default if no Parm is passed
    x=127;
    y=121;
  }

  int Txtwidth = this.GetSpriteTextRawWidth(Txt); // Get how long the text Graphics will be.
  int Lines = (Txtwidth / this.Max_Txt_Pxl_Width); // Find out how many lines will be in the Txt Box
    
  
  if (Lines == 0){   // if there is only 1 line. Get Box Length and height for sprite.
    // Get Sprite With of Top Left Gui Sprite
    int TopM=Game.SpriteWidth[this.GuiSpriteNumber[1]]; // Get Width of Top Middle custom Tile
  
    while(GuiBoxlength<Txtwidth){    // Get full Width of the Box's top middle
      GuiBoxlength+=TopM; 
      MiddleLoop++;  // adding how many top middle sprites there are
    }
  
    GuiBoxlength+=Game.SpriteWidth[this.GuiSpriteNumber[0]] * 2; // Add the length of the two Corner end pieces of the top part of the box for Full Width of the Gui Text Box
    GuiBoxheight=(Game.SpriteHeight[this.GuiSpriteNumber[0]] * 2) + (Game.SpriteHeight[this.GuiSpriteNumber[3]]);// Get height by X2 top corner pieces and middle graphic for Full Height of Gui Text Box
  }

  else{
    int TopM=Game.SpriteWidth[this.GuiSpriteNumber[1]];  // Get Width of Top Middle custom Tile
    while(GuiBoxlength<this.Max_Txt_Pxl_Width){    // Get how many Top Middle Tiles there are. This has to be done due to the fact 
                                                   // that custom Gui tile sizes are difrent lengths
      GuiBoxlength=GuiBoxlength + TopM;
      MiddleLoop++;  // adding how many top middle sprites there are to match Max_Txt_Pxl_Width
    }
    GuiBoxlength+=(Game.SpriteWidth[this.GuiSpriteNumber[0]] * 2); // Add the length of the two end pieces of the top part of the box
    GuiBoxheight=(Game.SpriteHeight[this.GuiSpriteNumber[0]] * 2) + (Game.SpriteHeight[this.GuiSpriteNumber[3]] * Lines);// Get height by X2 edge pieces pluss height of side middle tile X how many lines their are
  
  }

  //DynamicSprite *clr=DynamicSprite.CreateFromBackground(GetBackgroundFrame(), x, y, GuiBoxlength, GuiBoxheight); //create the erase image
  
  DynamicSprite *sprite=DynamicSprite.Create(GuiBoxlength, GuiBoxheight); // create a sprite as big as the text box needs to be.
  DrawingSurface *TxtBox=sprite.GetDrawingSurface(); // Make a drawing surface to Draw the tiles on too
  
  
  // Draw The Txt box
  int spriteX=x;  //create another x and y that we can manipulate to draw onto our txt box
  int spriteY=y;
  TxtBox.DrawImage(spriteX, spriteY, this.GuiSpriteNumber[0]);  // Draw Top Left Tile Onto the sprite
  spriteX+=Game.SpriteWidth[this.GuiSpriteNumber[0]]; // advance spriteX forward
  
  while(MiddleLoop>0){  //Put the Top Middle Tiles in
    TxtBox.DrawImage(spriteX, spriteY, this.GuiSpriteNumber[1]);
    spriteX+=Game.SpriteWidth[this.GuiSpriteNumber[1]]; 
    MiddleLoop--;
  }
  
  TxtBox.DrawImage(spriteX, spriteY, this.GuiSpriteNumber[2]); // Draw top Right Tile 
  
  // I stopped here to just to see if the top part of the Sprite would be drawn Correctly
  
  TxtBox.Release();  // Update Memory
  
   
  Overlay *displayOverlay = Overlay.CreateGraphical(x, y, sprite.Graphic, false); // create our overlay
  sprite.Delete(); // delete our temporary sprite
  //return displayOverlay; // return the overlay so we can use it (move it around, remove it, etc.) (also if we don't it will be deleted! ;))
  Wait(400);
  //clear.Release();
  displayOverlay.Remove();

}




Ok after I've added my code I get that weird Error... Runtime error: unexpected eof .... File: SpriteFont.asc ... Line -10 !?!?!?

So its something in my code but what?!?

OK These are my problems

1) How do I get rid of this Error? when I Rem my code out everything runs fine. But as far as I can tell every {} and () lines up so whats the deal and why would it do this at line -10???

2)Can anyone look over my code and make sure that it would actually work?

3)Help me use monkey_05_06's properly or how to modify it so it disapears after clicking or pressing a Key like a Display() function. Right now its glued to the screen. I would like to fix this so I can use it as a back up if my custom tile Gui text box is not doable.


Whats that? I said that there were only two problems and I listed three??  *shrugs* Sorry Thought of the third while writing this

But in all seriousness and kidding aside can anyone... ANYONE I TELL YOU help me with my problems. I would be eternally thankful and would make my game really awsome.

Also SSH if your reading this. Maybe you can use my code to give you a head start on making your SpriteFont even better? Thanks for makeing such a great script Module.
#10
How do I declare an integer Array that uses an enum value as the counter.

Normally you do..

int Array[10];

and you retrieve values by calling Array[1];

now do I that with enum values..

enum Direction {Top, bottom, Left, right};

int Array[Direction];

Array[Top];




Does this work? or how do I do it?
#11
Ok I'm trying to emulate the Function Display using SSH's Sprite Font script module.

In GlobalScript.asc I have....

Code: ags

SpriteFont Courier;

function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null ){
  
  int txtwidth;
  DrawingSurface *Screen=Room.GetDrawingSurfaceForBackground();
  
  if(*Font != null){
    *Font=Courier;
  }
  
  if((x == 0) && (y == 0)){
    y = 121;
    txtwidth = Font.GetSpriteTextRawWidth(txt);
    x= FloatToInt((400-(txtwith * 0.5)), eRoundUp);
  }
  Font.TextOnBackground(x, y, txt);
  WaitMouseKey();
  Screen.Release();
}

.
.
.
.
.

export Courier;
export DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );


In my room Script I have

Code: ags


import SpriteFont Courier;
import function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );
.
.
.
function hStool_Look(){
  DisplayFont("UMMM.... ITS A STOOL GENIUS. YOU SIT ON IT.");
}



But I get the Error "Cannot Declar Pointer to non-managed type?"
at "import function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );"

Can anyone help me?
#12
Well its time to get some C&C input on some of my art work. Let me know what you guys think



Drop Down Icon Bar      (I'll Fix the Walking Icon on the Left When I finish my walking Sprite)



Inventory window



Inside...Black Smith Starter room



Out Door Scenes Drawn by my Uncle





I know the two Styles are different for inside rooms and the outdoor ones.. but could it work? If they were consistent?

Let me know what you think guys
#13
Critics' Lounge / My First Proud room
Sun 26/10/2003 19:07:58
Hey guys,

This is my first proud room... its still missing some furniture but I thought I would get some opinions on it now. The room will have a little shrine on the table and another table at the other end with a bonzi tree. If  any of you know more about japaneese cultire and/or know where I can look for some side to help my know how and what to draw for my japanese culture type game I would love to know where.

anyways feel free to critique and/or improve you would like... the sliding door on the left of the door will be move able in the game..



Sorry about that guys...   I updated the pic so it should be viewable now  

thank you very much for your comments
#14
ok I have a pic that I want people to look at but, I don't know how to post it?  how do the code in the post and I don't have any web space so how to I get it so others can look at it?
#15
Hey do you guys know any way to make desplayed text or diolog text for that matter fade in the screen and fade out... this would be really cool feature for intros I would think

also is there a way to make it look like text is being typed across the screen?  this would be good for when characters are speaking.

and is there a way to make text scroll upwords for credits and intos?
#16
I told you guys would hear more of me but I hoped it wouldn't have been this soon.  :( :(   :'( :'(

ok I created a new cursor mode called 'move' in the Cursor's editor

then in the global Script I created this function to simulate moving an Object from one plance to another.
----------------------------------------------
function Move_Object(){
 int Objint;    // integer to store the object number

  // On the first Left click get the object # and store in Objint
  on_mouse_click (LEFT);{
   Objint=GetObjectAt(mouse.x,mouse.y);
 }

 // On the Second left click move the object to the new position the mouse is at
 on_mouse_click(LEFT);{
   MoveObjectDirect(Objint,mouse.x,mouse.y,3);
 }
}
----------------------------------------------

in the room script it looks like this
----------------------------------------------
// room script file

import function Move_Object();  // Import Move_object() from global Script

function room_a() {
 // script for room: Player enters screen (before fadein)
SetObjectIgnoreWalkbehinds(4,1);
SetObjectIgnoreWalkbehinds(5,1);  
}


// this is the script that is excuted when the 'move' cursor is activated in the interactions menu for Object 5

function object5_a() {  
 // script for object5: Move object
Move_Object();
}

-----------------------------------------------

When I click on the object I want to move when testing the game. I get this "illegal exception" message

An exception 0xC00000FD occured in ACWIN.EXE at EIP=0x0044B8E ;program pointer is+6, ACI version 2.56.627,
gtags (0,64)

(the message to notivefy CJ)

(Room 1 script line 116)

-------------------------------------------------

the script line 116 is the line
MoveObjectDirect(Objint,mouse.x,mouse.y,3);

I'm really sorry about this mess..

if you have another way to move an object during runtime by the user from one position to another please let me know.
#17
Hey guys... first off I would just like to thank CJ for making a wonderful adventure game engine for all of us.

ok the point...   I have a table in the middle of my room that of course I used a walkbehind defined area on. I also have a hotspot on it to interact with an object in my inventory so I can put my inventory item on the table. When I turn the room object back on (to simulating putting the inventory item on the table) it always puts it behind.

so I tried the SetObjectIgnoreWalkbehinds in the room sript

like this...

SetObjectIgnoreWalkbehinds(4,1);

and it always comes up with an error.. there is nothing before it or after it.

if you guys have any ideas I would really apprieciate it..

thank you ;D ;D ;D
SMF spam blocked by CleanTalk