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Topics - Doctor Oakroot

#1
I've had some trouble in my games where a PlayMusicQueued executes with repeating music already playing... this causes the run-time to crash. Obviously you would never do this intentionally. It's happened in my games when the player does something unexplected but possible.

I can (and have) protect my script from it, but it would be nice if the AGS run-time would handle this more gracefully... by either treating it as PlayMusic or ignoring it. Either solution should be fairly easy to implement.

BTW, is there a way to detect whether repeating music is playing?
#2
Is there a direct way to stop a repeating animation for a character? Apparently StopAnimating only works for objects.

I found that changing the view stops the animation, but I was trying to stop the animation while staying in the same view. I ended up changing the view to a different view and then immediately changing it back - that worked but seems clumsy.

Just changing the Loop caused the animation to continue in the new Loop (which was very funny to watch, but not what I was after, lol)
#3
Quest for the Blue Potato

Bekah (main char) is off to meet her friend Doctor Oakroot for lunch, but finds him slumped over his desk with a poison dart in his neck. Following a note Doc wrote just before losing consciousness, she sets out to find a blue potato - to use to draw out the poison - in an underworld adventure involving time travel, talking plants and animals, and even a linguistically challenged flying pig.

Come check it out. Click here

#4
Not really a game but more of an interactive musical animated Christmas card. (Interactive because clicking on characters/objects in the scene has an effect on the music).

http://doctoroakroot.com/games/creche_v1.0.zip

Enjoy.

Merry Christmas.
#5
OK, so I've got a switch - an object - that I want the player to be able to move. And I want the cursor to change to interact mode when it's over the object. But I don't see a way to do that.

I tried putting a hotspot around the object and using:

SaveCursor(whatever the function is - don't have the manual in front of me)
SetCursorMode(2);

The result is that the cursor changes when over the hotspot until it reaches the object when it changes back.

I tried putting the script on the hotspot, which works except if the cursor is actually over the object. If I could make the object completely transparent to the cursor (but not visually) this would work, but didn't see a way to do this.

Any ideas?
#6
I think this belongs in this forum because if this funtion did what I thought it did, I wouldn't be asking... so it must be a beginner's problem.

Here's the problem... the point that represents the base of my character is 15 pixels above the bottom of the sprite so that I have room for a foot extended forward of the base while walking.

So in the room script I added SetCharacterBaseline(EGO,15);

I've tried this at "Character Enters Room" (both before and after fadein).

It appears to have no effect. During run time, if I click at the point where the base should be, the character backs up until the bottom of the sprite is on that point (backs up because I've only drawn the walk down animation so far).

Am I calling this function incorrectly? In the wrong place in the script?
#7
OK, I keep seeing references to the global script in the manual, but I can't find anything about how to open up the global script to edit it. What am I missing?
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