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Topics - JackAnimated

#1
I want the mouse cursor to change whenever over any object. Here is the code I have, which lives in Global Script in rep_exec:

Code: ags
 Object*o = null;
    
    o = Object.GetAtScreenXY(mouse.x, mouse.y);
    if (o != null)
    {  
    Mouse.UseModeGraphic(2); 
    } 


Needless to say, it's currently not working.

Thanks.
#2
In my project there are Doors in rooms, some are locked but become unlocked later, and visa versa.

What is the best why of setting this up?

Hotspots with conditions, regions with conditions, objects or even completely new room copies with different hotspots?

I'm not sure the best way to go forward.

What is your preference and why please?

Thanks.
#3
Sorry guys its been years.
I'm back and I've forgotten everything so please have patience while I ask a bunch of very dumb questions.

Firstly:

I've uploaded new sprites for my cursors into AGS. I've gone to the cursor node and set all of them to the no# of my new sprite image. I build and run my game and its still using the default cursor sprite. Please help.

Massive thanks.

Jack
#4
As the title suggests, I'd like to contact Chris Jones to enquire about the terms for selling games made with AGS. How can I contact him?

Many thanks.
#5
Hi all,

I am trying to get the player to click on a hotspot (ladder), walk to it and then the room to change. He walks to it, but no room change. What am I missing?

Quotefunction hLadder_AnyClick()
{
    cJohn.Walk(186, 91, eBlock, eWalkableAreas);
    cJohn.ChangeRoom(7, 205, 112);
}

Cheers.
#6
Basically I'd like to make a speaker on a wall "talk". Is the simplest way to make it into a character, or can I make it a hotspot and get the text appearing above it?
#7
An adventure that touches upon the themes of tragedy, delusion and friendship. Set in the quiet of space this epic thriller will keep you guessing up until the end.

In the very early stages at the moment, but I am getting the art done. Story is done.

Here are two screengrabs:




#8
So I have asome script in a room which looks like this:

Quote
function hBed_MouseMove()
{
Display("bunk");
}

When the word "bunk" comes up, all movement on the screen (player sprite) stops.

How can I have the word hover up when the curser is over something without stopping the action?



Thanks.
#9
Changing code for top down control.

At the moment AGS is set up for side control. Meaning walkable areas define where a sprites feet may walk. I am creating a top-down view game and so want the walkable areas to restrain where the entire sprite may walk/may not walk. At the moment my sprite overlaps area I do not wish them to tread.

I think the script needs to be edited, probably somewhere about setting the point of feet on a character. Any pointers?


Many thanks.
#10
How can I make it change to another image. Scripting wise.

Also, is there a good document where I can find scripting terms myself?

Merry Christmas.
#11
I want the display window to dissappear when the mouse pointer stops hovering it. Do I have to you a Say function?
#12
Hi all,

I've just started a project which is from the top-down viewpoint (inspired by DreamWeb), the res is 320x200 so its nice and pixelated. I'm finding it quite a challenge with light and shadows, defining object...

Does anyone have any tips, links to other games done in this style, tutorials etc... which could help?

Many thanks.
#13
Hi,
If I wanted to make an area off to the side of the room image which was always there, with a picture of the character and the inventory, would I make this as a GUI, or in the backgroup with objects?

Similar below:

#14
I wasn't sure I could post this in here, since its specifically about PS. Anyway, as said I am trying to create diagonal directions for my sprite, but rotating leave nasty transparency around the edges. I'm in 16bit mode. Any tips for avoiding this would be great.

Thanks.
#15
Critics' Lounge / Knight
Mon 16/04/2007 20:14:15
Any help with this knight.

He seems to be leaning back a bit, and he looks a bit like a ninja. I wanted more like a knight of old and to look bigger, less skinny. I'm not that great with little touches like that.

Thank you

#16
Hi, Im currently working on my first game in AGS and was having problems with making puzzles. I am working on the puzzles in the first room and I feel like they are too easy and too few. Also, it feels like I am just creating a sequence of inventory items to collect, not really puzzles. Something like;

get item to unlock cuboard.
get new item from cuboard to reach behind clock.
get newer item from behind clock and use to get even newer item... etc

Know what I mean? It seems very linear.

Could you give your opinions and tips on creating puzzles and creating branches of puzzles as well as different kinds of puzzles.

Thanks very much, hope this was clear.

Jack
#17
How about we all choose a game or too in the games section that havent got enough votes for a rating - play them, and vote. Rate those ignored games, give em a chance...

...maybe.


Jack
#18
Critics' Lounge / Missing walking frame
Tue 19/12/2006 14:21:52
I want a simple walk cycle for this little guy. I feel that I need one more movement frame in the walk cycle.

Between 2 and 3
and
4 and 1

but I cant seem to draw it right.

Any help would be brilliant.



x2

Thanks,

Jack
#19
I have been playing around with him but I can't seem to make him less muscley but still natural. Its in the shoulders and arms think.

Thanks for any help,

Jack



#20
General Discussion / Layering in Animation?
Sun 17/12/2006 20:50:29
On Erics tutorial here

http://kafkaskoffee.com/tutorials/walkcycle1.htm

He says that the different body parts are on different layers? What program is he using?
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