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Topics - Volklaw

#1
Hi everyone.

I have a question about animated cutscenes.
I have created a few simple in game cutscenes using "Walk" and "Wait" and "FaceDirection" etc... Really basic stuff.
Now I'm thinking about trying to insert a movie file into the start of my game as an introduction. I was wondering if this is achievable?
For example, Toonstruck and Zork Grand Inquisitor both had movie file types playing at the start of, and in between, the game.
I guess I am wondering... How would I go about ensuring that the player views a movie cutscene. perhaps in the form of an .avi file?

Many thanks in advance for your assistance.
#2
Hi everybody

I'm back with what I can only assume is another total novice question.
I've checked the manual and couldn't find anything. I checked the forums and found something from over ten years ago suggesting what I'm after is techincally not possible but that it might find it's way into a later version of A.G.S. I have the latest version so I was wondering if it is now possible to have two characters speak to each other using different fonts.

In my example, I have an interaction where the playable character is talking to a character who is talking hieroglyph style gibberish. The whole dialog takes quite a while to the deliberate and intended annoyance of the player. I have imported a dingbat/wingdings style font that I can use for the unintelligible character, however; I have only been able to change the fonts of all characters in any given room by using the Game.SpeechFont = eFontRuritaria; on the room_Load() function.

Is it using the most recent A.G.S. to have characters display speech in different fonts?

All answers and thoughts are appreciated!
Regards
#3
Hi Everyone

This is my second beginners question. I've looked a lot at similar questions in the forums but I'm still having an issue
I am basically trying to get cEgo to walk up a ladder and then be rendered incapable of any movement at the top of the ladder.
My initial idea was to have the animation where he gets to the top of the ladder finish and then remove all walkable areas immediately afterwards.

Although this mostly works, by which I mean he cannot walk anywhere; I have noticed that when cEgo is at the top of the ladder and I use the "walk to" (footsteps) icon of the gui to click anywhere on the screen, that this then moves him back to the first frame of the animation where he is at the bottom of the ladder. Again, he cannot move from here but he it doesn't look great and if he interacts with the ladder again it plays him going down the ladder even though he is at the bottom. At this point he is free to walk again.

Please see below
PS. You will notice I am creating bools that are essentially true and false aspects of each other. I am not very experienced at this and have run into problems where by, declaring that something happens IF a bool = false, the action/event doesn't work. I'm certain there is an easier way to do this but it eludes me. Any advice on this generally will also be greatly appreciated.


//Climbing ladder animation
function oLadderUsed_Interact()
{
if (NotOnLadder) {
cEgo.Walk(251, 378, eBlock);         // cEgo is walking to the coordinates where the animation (climbing) will begin[/color]
cEgo.LockView(3);
cEgo.Animate(0, 1, 0, eBlock, eForwards);
RemoveWalkableArea(1);               // cEgo is now at top of ladder
NotOnLadder = false;
OnLadder = true;
}
else
{
cEgo.LockView(3);                    // Process of animation is reversed
cEgo.Animate(0, 1, 0, eBlock, eBackwards);
RestoreWalkableArea(1);
cEgo.UnlockView(3);
NotOnLadder = true;
OnLadder = false;
#4
Hello there

This is my first question on this forum. I have no doubt it has been answered before. It is probable that to some degree this is explained in the manual, though I think it is the combination of relevant commands required for my solution that is causing me confusion.
I have never scripted anything before, though I am dedicated to learning. I love these types of games and was raised playing KQ, SQ and Monkey Island when I was very young.

1.) My first question is, how do I use an item in my inventory on a hotspot so that the item I used is then placed somewhere within the environment?
2.) My second question is; how do I ensure that by interacting with the item that is now in the environment, that the character undergoes an animation with the item so that they can then undertake an interaction with a hotspot?

My example is as follows:
1) cEgo has picked up a small ladder and it has been added to his inventory (iLadder)
2) cEgo now wants to use the ladder from his inventory on a bookcase so that he can move a book on the top of the bookcase
3) The ladder needs to appear in the room in front of the bookcase
4) The ladder that is now in front of the bookcase needs to be interactive, so that an interaction begins an animation where cEgo climbs the ladder
5) Once at the top of the ladder cEgo needs to be able to interact with the book on the top shelf
6) This interaction moves the book to one side and reveals a locked box
7) cEgo then needs to use a key (iKey) in his inventory on the locked box. This will open the box and retrieve the items inside.

I know that all in all that is probably a reasonable amount of code. I'm not asking for a script for this whole problem. I have managed step number 1. I think if I can understand how to do 2, 3, 4, and 5, that I should be able to do the remaining steps myself.

A big thank you to anyone who can help me with the functions commands that I am missing to get this going.
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