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Topics - MRollins

#2
General Discussion / What happened to Scotch?
Fri 16/09/2011 14:28:46
Anyone know? He did some great BG work for me about 3 years ago but then just disappeared.
#3
I have two characters and I'm using the "Say" command but only only one of their speech files plays when the speech is displayed. The player character displays speech and plays the appropriate file but the other character only displays the speech and does not play the audio.

I've tried making the character face the Ego's direction and set the view but no audio. I've also tried having the other character play an audio file that works fine with the Ego but again, no audio.

Anyone know how to fix this?
#4
Right, so I have a guillotine in a scene and a timer set to drop it. No problem except when the guillotine drops it shoots out to the left and then tries to correct itself back to the correct coordinates to the right but doesn't quite make it.

I've tried removing all hotspots and objects below it thinking they might be interfering with the path but nothing seems to work. What would cause the object not to drop straight down,? I've tried setting .Solid to false but I get the same results.

Below is the code for the object movement. The blades starting coordinates are 198, 70.

Code: ags


if (IsTimerExpired(1)) {
    oBlade.Move(198, 141, 15, eBlock);


#5
Does anyone know where this GUI is located in the demo game? I can;t seem to find it to edit it's appearance. IT doesn;t appear in the regular GUI list and the script rally doesn;t help.

#6
Hello,

Is there a way to make a MouseYPos GUI remain visible after an icon is selected? I am using the drop down gui in the old sierra style but I am also incorporating the inventory in the same gui so there is essentially an inventory window in the main gui but I am finding that once I click the "Select" icon to pick an item the gui is disappearing and then I have to mouse back up to make it reappear. Is there a way to eliminate the disappearance?

Thanks in advance.

Matt
#7
How long would a game need to be for you to consider a game full length? I'm designing my first game but I find that it's tough to judge how long some puzzles will take to figure out. How do you determine when the game is liong enough during the design phase?
#8
I have a game I have been working on and it has always loaded fine in the editor until today. I got the following error:

The '.' character, hexidecimal 0x00, cannot be included in a name. Line 4610, position 20.

Does this simply mean that I've mistyped a '.' into the name of a room or something? There is no '.' in the name of any of my files and there was no changes made to my game since the last time I loaded it.

If I did include a '.' in some name somewhere by accident- is it possible to change it?

Thanks,

Matt
#9
I have created several hotspots but they only respond when I click on certain parts of them. Once hotspot only responds when I click on the right half and another only responds when I click in the extreme upper left corner. I am using function hNewGame_AnyClick() for the one that only respondes to the upper left corner and I am using function hHotspot1_Interact() for the one that only responds to clicks on the right side.

Does anyone know why hotspots wouldn't respond when clicked on anywhere?
#10
I am tryin to run a dialog while a ship is flying across a background but so far I have only been able to run a dialog and THEN all of the script action or vice versa. This is designed as an intro cutscene and I am trying to do the dialog in the Sierra style with background so the Character.say will not work. Is there any way to do run a dialog at the same time another function is running?
#11
I know the obvious answer is "if you charge for it" but what makes a game worth paying money for? What aspects do you look at when determining whether to buy a game or not?

(Obviously this is subjective so I'm looking for opinions rather than "that's up to you". Just curious what people think.)
#12
I am trying to figure out how to limit the below function to only work when I use a specific inv item on a character. Currently, this function is starting when I use ANY inventory item on the character. I've looked all over the manual so any help would be appreciated.

Code: ags
function cTraderwick_UseInv()
{
cEgo.Walk(77, 125, eBlock);
dialog[1].Start();
player.LoseInventory(iEgg);
player.AddInventory(iHabGrant);
} 
#13
I'm pretty new to the forums and I'm working on my first game. I'm a musician and I was just curious as to what kind of gear/equipment setup people use to compose music for AGS games. Any info as to process or gear would be greatly appreciated.

Thanks.
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