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Topics - BernieLaraemie

#1
Hey, it's me again...

Getting back to my game, I seem to have a problem.  My player character pivots while he talks.  All the time.  No mater what.  No matter what I change or do.  I've looked over everything, numerous alterations...I wish I could post something specific, but I couldn't find anything specific that could be the cause.

If anyone could look over my scripts, or has hints, it would be awesome.  I will post any parts of script if needed.

Thank you, thank you, thank you :)

~~Bernie
#2
I'm using AGS 2.7, and I've written a save game script off of Proskrito's MI2 template.  It's been upgraded, and it works, save for a few issues:

--label on Savetext GUI is always 1
--Will only save to slot 1

I figure it's a problem with lstSAVE/REST.Selectedindex, but I'm out of things to change.

Here is the script:

if (interface == SAVE) {
  int index;
  lstSAVE.SelectedIndex = index;
  if (button == 0) {gSave.Visible = false; //cancel
              gSavetext.Visible = false;
                              }
  if (button == 1) {int slist; //listbox
              StrFormat(buffer, "%d", index+1);
              lblNUM.SetText(buffer);
              if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");
              txtSAVE.SetText(buffer);
              slist=75+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2));
              if (index<9) txtSAVE.SetPosition(12, 0);
             else txtSAVE.SetPosition(18, 0);
            gSavetext.SetPosition(79, slist);
            gSavetext.Visible = true;                                                            
   }
    if (button == 2 && index>=0) {   //save game                                    
txtSAVE.GetText(buffer);
gSave.Visible = false;                                          
gSavetext.Visible = false;
SaveGameSlot(index+100, buffer);
                                                   }



    if (button == 3){//scroll up
                               gSavetext.Visible = false;
                lstSAVE.SelectedIndex = -1;
          if (GStopsaveitem<5) GStopsaveitem=0;
                         else GStopsaveitem-=5;
          lstSAVE.TopItem = GStopsaveitem;
                              }

    if (button == 4 && GStopsaveitem<90){ //scroll down
            gSavetext.Visible = false;
            lstSAVE.SelectedIndex = -1;
              GStopsaveitem+=5;
              lstSAVE.TopItem = GStopsaveitem;
   }


}

if (interface == SAVETEXT){
      int index2;
      lstSAVE.SelectedIndex = index2;
     
if (button == 0){ //write save name
            txtSAVE.GetText(buffer);     
            gSave.Visible = false;
            gSavetext.Visible = false;
                                 SaveGameSlot(index2+100,buffer);
                                 }
    if (IsButtonDown(RIGHT)) gSavetext.Visible = false; //turn off GUI


}

if (interface == LOAD) {
    if (button ==4) gLoad.Visible = false; //cancel
    if (button ==2){ //click on listbox item
            int index3;
            lstREST.SelectedIndex = index3;
            if (GetSaveSlotDescription(index3 + 100, buffer)==1) { //if saved games exist
            gLoad.Visible = false;
            RestoreGameSlot(index3+100);
        }
       }
   
    if (button == 0){ //scroll up
         if (GStopsaveitem<5) GStopsaveitem=0;
         else GStopsaveitem-=5;
         lstREST.TopItem = GStopsaveitem;
            }
    if (button == 1 && GStopsaveitem<90) { //scroll down
      GStopsaveitem+=5;
      lstREST.TopItem = GStopsaveitem;
     
    }
   
   

   
}

Any help is very appreciated, thank you.

~~Bernie
#3
Is there a way to find out if a character is background speaking?

I have a script that plays out

cEgo.SayBackground("....");
cMan.SayBackground("....");

etc, and then at the end of it, one of them starts talking to the player with "cEgo.Say("...");"

But I can't find a way to get the conversation to play out BEFORE this happens.  ANy advice?  Like a cEgo.IsCharacterSpeaking = true idea?  or I am completely mixing myself up?

Thanks in advance for any help,

~~Bernie
#4
Critics' Lounge / Critique needed for sprite
Wed 20/07/2005 02:26:27
This my Elton character sprite.

I'm satisfied with the front view, and the up view, but I'm not sure what's making the two side views not right



Any comments much appreciated

~~Bernie
#5
I want to change the player character for only a dialog, but for whatever reason, the options and things said are in still in the colours of the original player character, so I figure I did something wrong.

This is the code I have:

function hotspot1_a() {
  // script for Hotspot 1 (Precarious Lightbulb Stack): Interact hotspot

character[TW].SetAsPlayer();

RunDialog(7);

character[EJ].SetAsPlayer(); 
}

Any help is mucho appreciated.

~~Bernie
#6
AltarBound Studios Presents: "Elton John and the Cream Puff of Doom!"

(WARNING: This game is slightly adult, mentioning sex, vulgar words, homosexuality, drug use, red dye no. 5 and Mick Jagger.)[/i]

Story: You're not Elton John.  No one is--except, maybe, Elton John--but here's your chance to try and tell him what to do.  Presented with a quest, Elton would rather shop, eat, drink, sleep, go clubbing and engage in some recreational substances.

Set in 1974, Elton leaves a performance, on his way to the pub, when he is confronted by a Familiar Yet Strange Man.  This man rants and raves and is hardly interesting until he tells Elton he must go on a quest--to find the Oracle of Rock and Roll, which will surely make him the most famous musician of his time.  Dismissing it--as most would--as a load of grade A hooey, Elton ignores it until he finds out that Elvis himself went on this quest.  And then he pretends not to be interested.

The full length game will feature puzzles, hilarious animations and even (hopefully) a pinball machine.

Progress (demo):
Elton sprite - 100%
Backgrounds - 100%
Character Art - 65%
NPC Sprites - 65%
Music Arrangements - 89%

And, because I'm an overachiever (sure) here are three screenshots:


   



   



   




Demo Release Date: October 5th, 2006 tentative
Full Game Release Date: Summer, 2007 tentative

~~Bernie

Designer Diary

July 4th - All but one of the demo's backgrounds are complete, and most of the rest of the demo art has been finished as well.  The GUI is nearly scripted, with a few minor bugs being worked out.

July 11th - Half of the demo's NPC spritesare complete.  I have to drop this project a few days because of surgery, but I will come back to it shortly :)

August 7th - The demo's art, scripting and everything else are complere, but there are still some GUI issues to be fixed.  As soon as that is working, the demo will be released.

May 30, 2006 -- Returning from a long hiatus, now that I have my own computer.  the demo's bugs are fixed and I am now working on the remaining character art.
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