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Topics - Proskrito

#1
In the manual it says that FaceCharacter is non-blocking, but it seems to be blocking, it pauses the game as it had a Wait(1), and the compiler doesnt allow you to write it in the rep_ex_always.
Is this the way its supposed to be?
If so, the manual could be updated to clarify this.
I, for one, would find a nonblocking FaceCharacter function useful, but since it can be done with a custom function, no problem : )
#2
Sorry if its a silly question, or if its technically imposible, or whatever, but i dont know anything about scripting languages, nor how defines work:

Would it be possible to use a define inside another? like:
#define NUMBER 5

and later:
#define OTHER_NUMBER NUMBER

so OTHER_NUMBER would take the value of NUMBER
or even
#define OTHER_NUMBER NUMBER+3

so it would be like 5+3
I know its not possible now, but could it be in the future?
#3
hi! i've made this for a present, and since i dont have any experience (its the first 'hi res' thing i try, and 3rd i try at all directly in the comp), but i want it to look good, i´d like to ask art geniuses here about it... suggestion, mistakes, things to fix it.... anything! : )

thanks in advance!  :)
#4
In the General Settings tab, there is a 'walk to hotspot in look mode' checkbox that, if you uncheck it, the player wont go automatically to the walkto point of the hotspot. The problem is that you can only disable the 'go to walkto point' behaviour in look mode, so in any other cursor mode, you should remove the walkto point for the player not going there or doing what you want.
I wonder if there could be another checkbox like 'walk to hotspot in any other mode' or something like that, so you can script your own 'go to hotspot' behaviour, and you still get the good things of walk to points (easily set in the room editor).
I hope i made any sense  :)
#5
Advanced Technical Forum / Some suggestions...
Wed 19/11/2003 22:06:06
I have some suggestions, sorry if they have been requested before or if they are not necessary or just silly, but i´ll write them anyway...  ;)
1- I´d find useful to have shortcuts to the main ags functions (game_start, repeatedly_execute...) in the editor, like the ones appearing in the 'script' menu in the main window.
2- When the game is paused, i´d prefer that the mouse-over sprite in GUI buttons wouldnt show when the mouse is over them, like if the mouse wasnt there. I know i could turn the mouse over off for every button, but if you have many buttons it would be a bit tedious.
3- Now the text in buttons is vertically alligned at the top, and i think it would better, mostly in large buttons, if text were centered vertically. (or even better if you could choose :P).
4- I looked for a way to change colours of listboxes in script, but i couldnt find anything. if there is some way, please tell me, and if not, take it as another suggestion :P
5- .... noo! enough! stop asking proskito! ok ok.... :-[  ;)

what do you think?
just if they're easy to implement! thanks!  :)
#6
Critics' Lounge / Character c+c
Thu 04/09/2003 12:00:54
hi, i made this female character:

She is supposed to be 19-20 years old, strong girl.
i´m not totally happy with her, maybe the proportions are not very correct? something about the legs? any advice (or edit) would be welcome! (and great!)  :D thanks guys!  :)
#7
**UPDATE 4-8-04: Go HERE**

Ok, i made this templates for SCUMM interfaces,

Some features:

1- Easier way for defining and checking cursormodes (specially extended ones).
2- Map type rooms are handled by the template.
3- SCUMM-like interface, including:
     - Ability of assign predefined actions for hotspots, characters, inventory items and objects that will run with the right mouse button.
     - almost exact looking and working(some cosmetic issues :P) Save and Load GUIs, with up to 99 savegames. (maybe too many, but the games mentioned had 99 :) ).
     - Ability to assign actions to "Walk" modes
     - The main GUI works in the same way as the ones in MI2/DOTT/FOA.
4- Some little functions i made for myself that i think could be useful.
(I've also made normal, speech and credits SCI fonts for it, so grab them if you want)

I hope someone find it useful.

Read the documentation, although it's not very good  :(

EDIT: Two more templates  :)

LINKS:
Monkey Island 2 & Day of the tentacle:
http://usuarios.lycos.es/golfapagina/bazura/
(DOTT credits font by Synthetique)

Fate of Atlantis: (some things to fix atm)
http://galeon.com/golfa/otros/SCUMM-FOA.rar

(might need "save target as")
#8
Well, i got this error:

Error: FindGUIID: No matching GUI found: GUI may have been deleted.
The thing is, that it popped up afted editing neither no guis, nor gui-related functions.

After looking the possible cause, i found this:

i have this function:
function SetMode(string mode){

if (StrCaseComp("default",mode)==0) StrCopy(mode,defaultmode);

 if (StrCaseComp("walk to",mode) == 0) SetModeEx(mode,9);
 else if (StrCaseComp("look at",mode) == 0)  SetModeEx(mode,1);
 else if (StrCaseComp("use",mode) == 0)   SetModeInv(mode,0,1,"on");
 else if (StrCaseComp("give",mode) == 0)    SetModeInv(mode,1,0,"to");
 else if (StrCaseComp("talk to",mode) == 0) SetModeEx(mode,3);
 else if (StrCaseComp("pick up",mode) == 0)  SetModeEx(mode,5);
 else SetModeEx(mode,8);
}

and i have a global string variable called defaultmode.

Just before geting the error, the line in red was not working, because i never passed "default" as parameter, but when i did, i got the error. And since there is no GUI related stuff in there, nor in any of the functions called in thet function, i feel  ??? ???.
if i remove the red line, or dont pass "default" as parameter, the error dont happen.
EDIT: What is intended with the line in red is that SetMode(defaultmode) and SetMode("default"), do the same, but with the second option i get the error.
Any ideas??
#9
How would you make the action label (where "walk to" is written) change to a lighter colour if an action is running, keep the text highlighted  while the action is running, and when it is over, change back to the original colour??
i.e: in monkey islands, if you make "open door", while guybrush is walking to the door, the action label colour goes lighter, and when he has opened the door, the label change its colour to the previous one and it is set to "walk to" mode.
(i hope to make sense)
thanks
#10
Is it possible to change the name of hotspots or objects in script??
I´ve seen a variable that allow to change the name of a character (character[CHARID].name i think), but i would like if there is a way to make the same with hotspots or objects.
If the answer is no, then i would make that suggestion.
#11
I was working on my lucasarts style game, and i started to make some custom functions that could make things easier later at scripting. And then, after reading a pair of questions about lucas interface, i thought it could be useful, with proper documentation, for newcomers or people who want to make a lucas type game quickly, if i released it as a template.So i started to 'modularize' it so it could be used for any kind-of-lucas game. Well, it wouldnt be exactly a template, but more like a 'sub-system' for AGS with functions optimized for lucas interface. there could be made templates for the 'sub-system' for different lucas games like MI2/FOA/DOTT, MI1/INDY3, Maniac Mansion/Zak McKraken....
Since AGS is by default more oriented to Sierra interface, it would be like a 'patch' for SCUMM easier support, with only a few functions.

Do you like the idea? could it be useful?
i could give more details, how it works etc if you want.
tell me please! :)

::::::EDIT::::: Released the first version for testing purposes.  Read my other post below and get the link there. Feedback will be much appreciated :) :)

CURRENT FEATURES

1- Easier way for defining and checking cursormodes (specially extended ones).
2- Map type rooms are handled by the template.
3- SCUMM-like interface, including:
    - Ability of assign predefined actions for hotspots, characters, inventory items and objects that will run with the right mouse button.
    - MI2-FOA-DOTT almost exact looking and working(some cosmetic issues :P) Save and Load GUIs, with up to 99 savegames. (maybe too many, but the games mentioned had 99 :) ).
    - Ability to assign actions to "Walk" modes
    - The main GUI works in the same way as the ones in MI2-FOA.
4- Some little functions i made for myself that i think could be useful.

NEW LINKS:
*fixed the "give" thing.
*added keyboard control
*other minor 'bugs'.
-Monkey island 2 styled
-Fate of atlantis styled (but still with Lucasfan's Guybrush an MI2 rooms)

( Is this the appropiate forum for this??? )
#12
I want to make a function that converts a string unformatted into one in lowercase but the first character in uppercase, like,if the string is:
"lOOk, a TRhEe heAded MonkEy", it would return:
"Look, a three headed monkey".
i thought of putting all in lowercase with "StrToLowerCase",
getting the first character with "StrGetCharAt", putting this character in uppercase and replace the first character with "StrSetCharAt".
BUT the main problem is that StrSetCharAt gets the character that have to replace the other as an integer, so i dont know if there is a way to do it.
Any ideas?

#13
Critics' Lounge / Walk animation
Fri 23/05/2003 13:07:49
     
Which one do you like more?? the right one is supposed to be the 'correct', but i also like the other one, what do you think?? critics or comments??
And now that i´m here:      
how about this animation?? is it clear what is happening?? any critics??
thanks in advance! :)
#14
when i´m editing guis, i cant see anything if the game is set at 16-bit color. My game and all the graphics are at this color depth, and when i have to edit a gui, i must switch to 256 col., edit the gui and then switch back to 16 bit. otherwise, i see all painted gray (default windows front color, same as the rest of the gui editor window) where its supposed the gui to be seen.
If i scroll the part where the gui should be seen, or i move the floating properties window over that area and then move it away, sometimes i can see the gui under i placed the floating window, o the bit of the gui that have been scrolled. (i hope this make any sense)
it happened to me with the earlier versions of ags i tried, didn´t happen with 2.4 (i think) and then it happens again.
Its not a big problem to switch between colour depths, so if it's not fixed it will be ok.
Anyone has the same problem??
#15
Critics' Lounge / background c+c
Sat 17/05/2003 22:36:40
Hi, i made this background:

There is something strange with the car (whose silouette (sp?) i traced from a photograph ;D) Maybe it is off perspective?? is it very noticeable?? ways to fix it?? any other critics or comments??
thanks! :)
#16
I dont know if it would be easy to implement, or if you would find it useful to have 'game.dialog_opt_displayed' and 'game.top_visible_dialog_opt' kind-of variable (or another way)  in order to be able to scroll between dialog options, just like we can do with inventory items. (sorry if it have been already suggested, i couldn´t find anything in the tracker)
#17
Critics' Lounge / Background c+c
Thu 17/04/2003 19:16:18


Any crits or comments?? there are various things of it i am not sure about... thanks in advance :)
#18
i want some inventory items to do something if the player interacts with them, like, "use -> something" and then run a script.
Now, if i "use" the inventory item, it waits for me to click something to interact with the item. ("use -> something ->with -> ...")
hope you can help me!!  :)
thanks!!!
edit: i use lucas type gui, if it matters
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