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Topics - MCF

#1
I've updated the heaven-dream image with some characters.  

I want to maintain a definite look throughout - so inconsistency noted would be appreciated.

Also, any comments on the initial screen shot of the nun... having trouble smoothing the image without making her sink into the background light.  Thoughts?

Old Habits Images
#2
I'm probably getting ahead of myself with what I want and what I can do.... but...

I'm doing the LucasArt style dialogue.  List of options, character picks, etc.

I'd like to change my characters' views throughout the dialogue in response to different options.  Is it possible?  

How can I have some action cues by a dialogue pick?  Do I need to set a variable equal to some value, and then check in the room code if said value has been acheived?

Ideas on best methods are appreciated.
#3
When your playable character interacts with another character, do you have to have the global interaction responses -- those set in the character menu.  What if I want different interactions for different times in the game... when another character appears in a different room, say?

What is the code to dictate room-specific character responses?

#4
I see from the help files that there is a 'isobjectmoving' command.  Is there any equivalent for characters.

I have a room in which the playable character rings a bell.  A second character enters.  I want that second character to say something when he reaches his destination.  How do I time this?  
#5
After 5 seconds, the room should switch from 5 to 6.  What is wrong with my timer?

// room script file

function room_a() {
 // script for room: Player enters screen (before fadein)

GUIOn (0);
GUIOn (1);  

SetObjectView (0, 7);
AnimateObject (0, 0, 15, 1);
SetTimer (1, 5*GetGameSpeed());

}

function room_b() {
 // script for room: Repeatedly execute

if (IsTimerExpired (1) ==1) {
   NewRoom(6);
}

}
#6
Here are three shots from my first game attempt.  The first is part of the opening screen, second is part of the opening cutscene, and final is a long scrolling screen (without objects) for the first playable room -- where you meet God, the television.  The game is going to be a send-up of catholic schools (without the obvious low-brow jokes).  Any comments and suggestions on art are welcomed.  

Obviously I'm Matt Groening in style.

Old Habits Images
#7
I have an MP3 playing in one room.  If the player interacts with object x, they are sent to another room.  I have music in the new room.  Currently, the music crossfades.  Can you specify the song to cut out instantly in this one occurance?

#8
I am trying to make buttons that, when the mouse is positioned over them, they change image.  I have two sets of images for each button.  I have set hotspots over the areas and specified that when the mouse goes over the area, the graphic changes.  How can I make it so, when the mouse moves OFF the hotspot, the original image returns?

I am assuming I will need and if...else statement.  


___________________________


Answered my own question.  
#9
I keep running into issues regarding colors from sprites I load becoming transparent.  I am running 16-bit for the color.  It seems like the transparent colors recognized AGS is random.  Sometimes it's black... othertimes white... and now some off-white shades are being made transparent... giving the objects a hard-to-look-at spotty feel.

How do I make my objects 100% opaque when I want to?
#10
Here is the code for my intro page.  The goal is for one background to shown for 12 seconds, then a sound plays and the screen changes again.  The sound plays, but the screen doesn't change.  I have the background loaded in the animation files.  And I figure repeatedly execute is the correct location for this code, since it is dependant on the timer changing.


function room_a() {
 // script for room: Player enters screen (before fadein)
SetTimer (1, 12*GetGameSpeed());
SetBackgroundFrame (0);
}

function room_b() {
 // script for room: Repeatedly execute
SetCursorMode (8);  
if (IsTimerExpired (1) ==1) {
   PlaySound (1);
   }
if (IsTimerExpired (1) ==1) {
   SetBackgroundFrame (1);
   }
}
#11
I'm trying to have 1 cursor for the opening screen.  I have the following script...


// room script file

function room_a() {
 // script for room: Player enters screen (before fadein)

GUIOff (0);
GUIOff (1);  
GUIOff (2);
SetCursorMode (8);

}

function room_b() {
 // script for room: Repeatedly execute

SetCursorMode (8);  
}


All the GUI's are off to get them out of the way.  I initially had the setcursormode running on room entrance, but then added it to repeat execute to combat the right clicking.  However, when you right click, it still flashes the other existing cursor for the millisecond of processing time.  

How do I get the one cursor to be the only cursor for the screen?  
#12
How do most of you go about creating an opening screen with such options as load game, new game, and quit?  Do you create a room?

Also, anyone have any helpful links to additional scripting tutorials, explanations?
#13
Here is my situation.  I have a long perspective hallway as one of my rooms.  The character basically can only walk on the vertical axis, scaling down in the distance.  I have an chandelier object that, when activated, decends to the floor in the foreground.

Problem 1) The character can walk right through the object when it's on the floor.  I suppose I could cut out a little walkable space, but that would limit the characters movement inexplicably when the chandelier is in the air.  How can I give the object "mass" so that the character cannot walk through it?

This is more than an issue with the baseline, since I can easily set that at the extreme foreground.

I guess what I need is the ability to change the walkable area in the room -- or do I need to change to a new room when the chandelier is on the floor?

#14
I've been working on the art for my game for a while and have just started actually assembling it.  I want to work within the scripting to have more control, but the newbie learning curve is hurting.

I've written the following in the code in the room script editor

// room script file

SetObjectGraphic (0, 68);
SetObjectPosition (0, 100, 100);
objecton (0)
SetObjectView (0, 6);
AnimateObject (0, 0, 5, 2);


This is a chandelier object which will eventually fall.  It is animated for the flames.  However, the script simply doesn't work.   I know it's probably something very simple.  

The only other way I know how to work with objects is through the AGS tools... but I need the object always animating, not after an interaction.

Hope this isn't insultingly simple.   Thanks.
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