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Topics - Nixxon

#1
Hi Gang,

Is there a way to align-center TextBox text?

It's the last hurdle after getting some intro text to finally work.

I see in the manual there are options for -

TextBox.Font
TextBox.ShowBorder
TextBox.TextColor

The GUI labels have an option for alignment, however there is a character limit on those.

#2
Hey Gang,

I note that Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds have been deprecated in version 3.5

- All functions that find room objects under screen coordinates are now being clipped by the viewport (fail if there's no room viewport at these coordinates). This refers to: GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt and all of the GetAtScreenXY functions (and corresponding deprecated functions).

I've had a trot through the viewport sections in the reference Manual, but it's all a little abstract to me.

Is there an easy way to disable a walk-behind area using a simple script command in the room code?

Much love.
#3
S'up Gang.

This one is probably a little 'pedestrian'.

I am wanting to have some character background speech display sporadically during a room.

More specifically, the character would speak using 3 or 4 random lines of speech without interrupting the player movement, using the 'Character.SayBackground' command I am assuming.

Ideally, the first string of speech would occur approximately 20-30 seconds after the player character resumes movement in the room.

I thought of doing something in the repeatedly execute. Not sure if that's the best option if a cleaner method is available?

Many thanks.

EDIT: Bugger, looks like I had this exact query a few moons ago and had it sorted. - https://www.adventuregamestudio.co.uk/forums/index.php?topic=52848.0

Actually, I'm still having issues displaying an animation (set character view) to show talking animation. Based on Snarky's last response in the above thread, it isn't really possible without heavy coding and better to use a Module. The most up to date BGspeech module I could find was this - https://www.adventuregamestudio.co.uk/forums/index.php?topic=48086.msg636452160#msg636452160. Unfortunately that gave me a font error in the script on compiling.

I am able to change the character view, however it does not animate. Using the animate.character function throws an error.

SEE LINE 22 -

Code: ags
// room script file
int cBase_speechTimer = 0;
 
// A helper function to simplify the job of background speech with voice
void SayBackgroundClip(this Character*, String message, AudioClip* clip)
{
  this.SayBackground(message);
  if(clip != null)
    clip.Play();
}
 
function repeatedly_execute_always() {
  cBase_speechTimer++;
  if (cBase_speechTimer % 600 == 0) {
    int which = cBase_speechTimer / 600;
    if (cBase.Room != player.Room)
      return; // do nothing
 
    if (which == 1)
    {
      cBase.SayBackground("Unit 19, please report"); // cBase.SayBackgroundClip("&1 DIALOG 1", aPEDO7); --- existing code for speech
      cBase.ChangeView(19); // Changes view, but doesn't animate using loop
    }
    else if (which == 2)
      cBase.SayBackground("message 2"); // cBase.SayBackgroundClip("&2 DIALOG 2", aStonethrow); --- existing code for speech
    else if (which == 3)
      cBase.SayBackground("message 3"); // cBase.SayBackgroundClip("&3 DIALOG 3", aMonstereat); --- existing code for speech

    else
      cBase_speechTimer = 0; // Loop around
  }
}


Any ideas?
#4
Hey Gang,

I am trying to momentarily disable the increased walk speed whilst using double click, set by default with the thimbleweed GUI.

I've found the below in the help file.

I am unable to find any reference to that code in any of the scripts. Trying to add the code and speed value into my room function would not compile.

Code: ags
Verbs.SetDoubleClickSpeed
void Verbs.SetDoubleClickSpeed(int speed)
Defines the double click speed


Ultimately, I would like to disable the function for a particular portion of the game.

Any help would be greatly appreciated!

EDIT.

Oops, not sure how I didn't see the shiny Thimbleweed folder under the scripts tabs - duh.

I've found this and have changed the variable to false, which has worked. It would be nice to be able to re-enable the function during a room script though. not sure if possible?

Code: ags
  // Character speed is doubled on doubleclick
  Verbs.VerbGuiOptions[eVerbGuiRunOnDoubleClick] = false;



EDIT 2.

Well it looks like you can! Using the above line in the room scripts works fine.


SOLVED - Please delete or leave for future reference.

Cheers.
#5
Hello,

I am seemingly unable to draw walk-behind areas directly onto my backgrounds. I've never had this issue before.

I've been creating objects to get around the problem, but it's a little tedious.

Any help would be greatly appreciated.

Images below -

https://ibb.co/vdtcBM7

https://ibb.co/X3L4VTK


SOLVED:

Sorry, it was only walk-behind ID 1 that was locked. My bad.

#6
Hi Guys,

I've had a bit of a search, but can't seem to find anything relevant.

I have carefully scripted intro scene which uses the wait: command to great effect.

upon creating a GUI with a 'skip button', I am having difficulty getting it work. Not only does the push down graphic not appear, it doesn't run the script (player new room).

I've checked the Z order and all appears to be hunky dory.

I've come to the realization it is likely because the entirety of the intro scene is usually script blocked due to the wait command.

Is there anyway to get around this? Can i have this particular button pause the script?

Many thanks.
#7
Hi Guys,

Had a good search on this but couldn't find anything.

I have a very small inventory window integrated into the UI. The window only holds 3 inventory items before the player has to 'page up and down' to scroll through.



While this works, it's not very well optimised.

1. up and down arrows are always on (even if not needed).
Ideally, each would only appear when scrolling up or down was actually available.

For instance. If the player has no inventory objects or 3 objects filling the inventory window, the arrows should not be visible at all.

Additionally, if the player is on the second inventory window, he should only be able to scroll back up to the initial window of 3.

Christ, I hope that makes sense ;)


EDIT - I have found this post - http://www.adventuregamestudio.co.uk/forums/index.php?topic=16999.msg209564#msg209564

However i get the error message.

GlobalScript.asc(92): Error (line 92): undefined symbol 'GetButtonPic'
#8
Hey Gang,

After searching extensively on this board to no avail, I ask a simple question. Is it 'at all' possible to switch out GUI style once entrenched in a project?

The VerbCoin template really isn't working for me and I'd prefer not to start again if possible.

I tried copying BASS scripts over from a blank template with out any luck. Looks like the global is too heavy modified by the template chosen at startup.

If too tricky I might just have to start again, thought I would ask the question first.

Thanks in advance.


EDIT - Mods, please delete post as I've found a way to work with the verb Coin. Alternatively leave open for others, for future reference.
#9
Hey gang,

Recently I've made myself a nice little cheat menu that quickly enables me to test certain portions of my game. I can set the initial visibility to true/false no dramas in the main menu. It works a charm.

However, often I forget to turn the GUI off when compiling and have subsequently had the yucky looking cheat GUi showing in the main menu when showing off my game.

I would like to somehow script the GUI to turn visible only when pressing a key combination (eg. Shift + Z + P) for instance. QUALITY OF LIFE.

I have been perusing the manual and the "IsKeyPressed" function is looking fruitful. I could place this in the repeatedly execute for that room (main menu).

I am to understand that this however, doesn't allow key combinations -

KEYCODE is one of the ASCII codes, with some limitations: since it tests the raw state of the key, you CANNOT pass the Ctrl+(A-Z) or Alt+(A-Z) codes (since they are key combinations). You can, however, use some extra codes which are listed at the bottom of the section.

Is there in fact a way to do this?? Any help greatly appreciated. :)
#10
Hey gang! I thought this may be as good of a time as any to unveil some gear.

Mechanical Bat Studios (it's really just one dude) bestows to you:



The Aftermath - Part 1: Cliffhanger
This vignette-esque episodic adventure follows the trials and tribulations of our good friend Clive as he must pit his wits against the perilous trials of the night within the small town of Firmwood.
Be it a kilted deviant or the most unfriendly neighborhood mutt, this journey will certainly yield a night no budding adventurer could forget!

Features:
640 x 400 resolution (just like mother used to make!).
Yummy classic Point n' Click "action"
Hand drawn colourful graphics
Acapella soundtrack
Voice acting
It's humorous (if you're a dry bastard).

Some screenies below (Note: still very much work in progress, particularly the GUI & character sprite).















Development Progress:
Backgrounds: 70%
Story/Puzzles: 100% (part 1)
Dialog: 70%
Music: 50%
Scripting: 60%
Animation: 20%

*I DON'T KNOW ANYMORE*

Pushing for a 2016 2017 release.

I now have a development log on game jolt and will be updating this thread simultaneously.

Obligatory Links -
twitter: /mechbatstudios
gamejolt: http://gamejolt.com/games/the-aftermath-part-1-cliffhanger/180011

I would inevitably love this to be a commercial franchise, not sure I could justify charging for part 1 as this is a relatively short endeavour.  If anyone has any experience or suggestions pertaining to this I would be all ears.

#11
Hey All,

During one of my rooms. I have a handful of background audio clips that play intermittently.

I would like to have one of the characters play a dance animation while these are occurring. I'm looking at the 'while' command in the rooms repeatedly execute function as a possible solution.

I'm just lacking the specifics.

Code: ags
function room_RepExec()
{
while (aSong01.IsPlaying)) //While song01 is playing
{
  cPedoMan.Animate(5, 0);  //character dances
}


Obviously the above code doesn't work as IsPlaying isn't a thing. Am I close??
#12
Hey all,

Trying to display a graphic the first time a player enters a room (before fade in). The first time player enters room function displays 'after' the fade-in. I've tried the below code to no avail :(

Code: ags
function room_Load()
{
    if (Game.DoOnceOnly("Some More Time Later")) {
ginvwindow.Visible = false;
gIconbar.Visible = false;
  Overlay* myOverlay = Overlay.CreateGraphical(0, 0, 25, true);
Wait(120);
    }
mouse.Mode = eModeWalkto;
}
#13
Hello All,

Wondering what the current legalities (if any) pertain to releasing a game made with AGS commercially. I remember back in the day you had to specifically ask Chris Jones for permission or something to that regard.

Any insight/links/direction would be much appreciated.

Cheers.
#14
Hey all,

Just a quickie. I'm trying to get a character to talk to himself in the background (with audio), I've been using the forum search function over the last week or so and ultimately downloaded a couple of modules that didn't work (they may have been out of date). I only need this to occur during one room of my game, so the easiest I can get away with coding this the better.

It doesn't need to be randomized though it would be nice if it looped.

The code would be roughly as follows (I tried this in the room repeat execute, with little luck).

Code: ags
cChar.SayBackground("&1 I am randomly talking to myself");
Wait(600, NoEblock);
cChar.SayBackground("&2 Again I speak to myself");
Wait(600, NoEblock);
cChar.SayBackground("&3 Talkie Talkie Poo Poo");
Wait(600, NoEblock);
cChar.SayBackground("&4 Yawn... Running out of things to say");
Wait(600, NoEblock);
cChar.SayBackground("&5 Weenis!");
Wait(600, NoEblock);
#15
This is the most bizarre issue and is driving me crazy.

My game seems to not register any clicks or even cycles cursor modes when the mouse is within the top left corner of the screen. (it like the top left quarter of the screen to be precise). Not sure how I've never noticed this but seems to be prevalent in all of my existing builds.

I've checked all of the Gui's and there doesn't seem to be anything existing that could prevent this.

It happens in all rooms.

Pulling my hair out as this is game-breaking and I prey I don't have to start over.

Has anyone experienced anything like this at all? Really hoping that there is a solution. I've pasted an image below to better represent this issue.


#16
Hey all,

I've searched this and seems to be a few threads, but all are over my head. They seem a little more complex than what I'm looking to achieve.

I'm using a Sierra based UI. However, I've decided to make this a persistent bar in the bottom of the screen (which works for the most part).

I wanted to 'do away' with the inventory button/ui completely and simply use the inventory window contained within the gIconbar GUI for all of my inventory shenanigans.

I have posted an image below to explain fully what I'm trying to achieve.



I'm starting to feel sheepish about asking such rudimentary questions on the forums. I'm honestly happy to donate or contribute a couple of bucks if needed.

Many thanks in advance.



#17
Hi All,

I've done a fairly extensive search but not sure if this is at all possible.

I have two objects in a room. Is there away to have object 1 become invisible (Via object[1].Visible = False) when object 2 reaches a certain frame in its View/Loop?

Many thanks in advance,
#18
Hey Guys,

This one is really tricky for me.

There's a section in my game, where you have to throw a pebble at a char 3 times for an event to occur.

However, I would like to run a small scrip after each time the pebble is thrown.

Throw first pebble - char dialog 1 + an animation
Throw second pebble - char dialog 2 + an animation

The third time a pebble is thrown an event occurs which is currently handled in the room repeat exec (pasted at the bottom).

I could try repeat exec for the pebble count 1/2 however this would cause other issues.

Please find the existing code below -

Code: ags
// room script file



function hPedoMan_UseInv() {
  
if (player.ActiveInventory == iPebbles) {
  cEgo.Walk(200,  385,  eBlock);
      cPedoMan.Say("Oooo, I think I've got a bite!");
      player.LoseInventory(iPebbles);
      pebblehitcount += 1;
      
}
}
function room_LeaveLeft()
{
player.ChangeRoom (2,  326,  210);
pebblehitcount = 0;
}
function on_event(EventType event, int data)
{
  if (((event == eEventAddInventory) || (event == eEventLoseInventory)) && (data == iPebbles.ID))
  {
    int quantity = player.InventoryQuantity[data];
    if (quantity == 1) iPebbles.Graphic = 7; // fill in actual sprite slot numbers
    else if (quantity == 2) iPebbles.Graphic = 8;
    else if (quantity == 3) iPebbles.Graphic = 9;
  }


Repeat exec script.

Code: ags

function room_RepExec()
{
if (pebblehitcount == 3)
{ 
Display("You see a bookshelf.");
hHotspot2.Enabled = false;
hPedoMan.Enabled = false;
object[0].Visible = true;
cPedoMan.ChangeRoom(7, 100, 50); 
pebblehitcount = 0;
}
}


#19
Hey Guys,

Probably an easy one for you savants.

On my initial screen I have two buttons within a GUI, labelled 'Play' and 'Quit' respectively.

After the character dies, I would like to change the 'Play' graphic to 'Try again' when returning to the initial menu screen.

I could paste the code during the death scene.

Any help would be greatly appreciated.
#20
Hey Guys,

When I have dialog speech playing the music volume is 0, I would just like it to be faint instead of non existent.

Searched the forums and found this command - speech_music_drop

Ctrl-F in the global script and can't find it or anything that relates to this function.

Just wondering how I would achieve this?

Many thanks.
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