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Topics - Valentine

#1
Hi, I want to have some text that alternates between different labels, so to do this easily, I need to use the ID number of the label. However, I'm having trouble setting the text by using the ID number.

I know normally, I would use; MyFirstLabel.Text="Here is some text!";

But using the ID number, I've tried;

Label.0.Text="Here is some text!";
Label[0].Text="Here is some text!";
Label(0).Text="Here is some text!";

Is there a way to make this work? Thanks!
#2
I'm trying to use DrawStringWrapped to display a message, but I'm having problems. I'm currently using;

surface.DrawStringWrapped(50, 50, 700, 1, eAlignCentre, "%s talks to %s.", Name1, Name2);

but that returns the error 'Error (line 184): wrong number of parameters in call to 'DrawingSurface::DrawStringWrapped'

The code DOES however work for Display, when I used; Display("%s talks to %s.", Name1, Name2);}

The manual says "You can insert the value of variables into the message. For more information, see the string formatting section." so I would have thought they would have worked the same way.

What am I doing wrong? Thanks!
#3
I was wondering if someone could give me some advice. I want to a have some minigames in my adventure game that work just like a text adventure, with large amounts of text on screen. I can figure out the parser scripting, but because of the character limits for labels, the Say command and the Display command, I'm not sure how to get large blocks of text on screen (additionally, I would prefer not breaking up the text because I want it to stay displayed on screen).

Are there any methods I am missing? And additionally is there a way to format the layout of the text?

Thanks!
#4
Critics' Lounge / Disney Website Design
Sun 14/09/2008 21:09:38
Hi there, hopefully this'll be allowed even though it's not directly AGS related. I did a search of past Critics Lounge posts and it seems website layout are allowed to be posted here so maybe if I say please this'll be allowed :).

Anyhows, I'm wanting to make a website about the Disney Imagineers (they're the guys that design and engineer the Disney parks and rides) but I'm having trouble designing the site. After a lot of trial and error, the best I've got is this;



I've gone with a blueprint inspired design (as can be seen by the Disney castle blueprints at the top) but I still think it's coming out quite amateurish. I'd really appreciate it if anyone could give me any advice or help on how to improve it! Thanks everyone :).
#5
I was wondering if there's any way to return a character ID number with Character.GetAtScreenXY rather than getting the character name? The only was I can think of doing it is something along the lines of 'if (Character.GetAtScreenXY==cEgo) { CharacterID=1; }' but that doesn't seem a very efficient way (at all) of doing it.

Searching the boards I found this piece of code:

int myobjectnum;
Object *myobject = Object.GetAtScreenXY(x, y);
if (myobject != null) myobjectnum = myobject.ID;

which I think might be useful to what I need to do (?), but I'm not sure how to use it in my script.

Thanks for any help!
#6
Hi, I'm having a problem with my game crashing, and I can't understand why. The error message I receive is:

An error has occured. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS. (ACI version 3.00.1000)

in "room2.asc", line 290

Error: Cannot display message with extended characters in SCI font

(Accented characters, for example the special French and German e/a/u/i letters cannot be used by default. You need to import a TTF font to do so).


The thing is, I don't WANT to show these accented characters.

Line 290 of my code is:

cTeller.SayBackground(String.Format("$%d", BlockRefund[Clicker1]));}

Would anyone be able to suggest what I need to do to correct this? Thanks :)
#7
Hi, I'm using an interface in which a hotspots name is displayed just slightly over the mouse cursor when the mouse hovers over it (so a GUI with a @OVERHOTSPOT@ label, set at mouse.x,mouse.y-20 for example).

However, I want a way for every hotspot label on the screen to show up simulataneously when the player holds down the spacebar. I think Simon the Sorcerer 2 had a similar feature, in which gold stars highlighted each hotspot on the screen - I want to do this, only with the hotspot names showing up.

I'm completely bewildered about how to go about this. I don't need someone to give me the code (I'd prefer to attempt it myself - at least at first :)) but I'd really appreciate it if someone could suggest a way of going about this, where do I start off?

Thanks for the help.
#8
Hi, I'm trying to use dynamic sprites, but nothing shows up. The code I'm using is;

if (keycode==32) { DynamicSprite* sprite = DynamicSprite.CreateFromFile("player.bmp");
                     RawDrawImage(mouse.x, mouse.x, sprite.Graphic);}

I'm unsure as to which directory this points to, so I've put of copy of player.bmp in both the Compiled folder as well as the game folder, but still nothing shows up. The file I'm pointing to is named player.bmp too.

Whats going wrong here :-\? Thanks.
#9
Hi, I'm making an isometric game, and I want my character to be able to move via the keyboard, but only in the 8 isometric directions (so Up, Down, Left, Right, Upleft, Upright, Downleft, Downright). The problem is AGS's diagonal walkcycles work with actual diagonals (so 45°, 135°, 225° and 315°) whereas I need the diagonal walkcycles to work when the characters moving along an isometric diagonal (60°, 120°, 240° and 300°). Now I did make a workaround in which I used a second character with the appropriate character views, and switched between the two (presenting them as the same character) - one for up, down, left, right, and the other for the isometric diagonals. Unfortunately, my games got more complicated now and this method of doing things is causing me a lot of problems. Is there any way to set the default diagonal angles to work for isometric angles? Or a workaround which doesn't involving a fake second character?

Thanks for any help.
#10
Hi, I'm trying to get a background character to walk in one of my game scenes, but I'm having trouble setting the points he goes through. I want him to walk through four points, then back to the first, but when testing, he just goes straight to the last point.

This is the code I'm using:

cGuard.WalkStraight(200, 200);
cGuard.WalkStraight(300, 200);
cGuard.WalkStraight(300, 300);
cGuard.WalkStraight(200, 300);

Now I'm pretty sure I need to utilise the Moving property to check whether the characters got to each position before going on to the next, but I'm not sure how to put it all together into a working script.

Thanks to anyone who can help me.
#11
Hi, I'm wondering if theres a way to tell AGS to keep repeating a series of functions until certain qualifications are met. For example (using psuedo-AGS code):

I click on 'Monitor'. (X has been set to 0).

if X is < 5, cEgo.Say("Yo.");
Set X + 1;
REPEAT.
(whereas) if X is = 5, set X to 0 and leave this interaction.

So in this case, Ego would say Yo five times. But if the player has interacted with 'Cupboard', X would have been set to 2 already, and interacting with 'Monitor' would have only caused Ego to say Yo three times.

Now I'm assuming this does not involve the Repeating Execute part of the room code, because its only initiated when the player does something specific.

Hopefully theres some advice somebody could give me  :-\.
Thanks in advance.
#12
Critics' Lounge / Poem 'Tealights and Debris'
Fri 15/06/2007 22:04:07
I'm very much a lurker here, and I really don't mean to be cheeky in using this forum, but I've generally found this to be one of the best forums for impartial and constructive criticism.

I've got a poem I want peoples opinions on, not explicitly adventure game related, but the forum rules don't mention this as neccissary criteria, and I've seen similar topics in the past.

Anyway, with that said, here is my poem. Any opinion of any sort would be greatly appreciated.



TEALIGHTS AND DEBRIS

Tealights go floating on indigo sea,
I stare in the eyes of reflections of me.
Eat of the fruit of the strawberry tree,
And watch the birds fly by, fly beautifully.

Alone I dream, tranquil, alone on the quay,
Wrapped in a blanket I brought here with me,
Watching the seaweed and ocean debris.
Why did I give up the boy who loved me?

I hear distant singing. I count down from three.
Whispers and murmurs; the way it should be.
Here I am crying, with dying esprit,
Misleading my mind into thinking I'm free.

Nightmares and fables, they don't matter to me.
The moonlight shines down on the red wine and brie.
What is the reason that he has to be
In love with a boy, a boy he can't see?

Why is my lover the lone absentee
From my candlelit picnic by the deep night time sea?
He doesn't know what he wants to be.
The only dream I have, is the dream to be me.
#13
I've been looking through the manual but I really can't get my head around the various variables there are and what they do.

Could somebody please give me a quick lesson on the different types?

Specifically, I'm wondering about:

Variables
Global Variables
Graphical Variables
Arrays

Of these, which can be declared/accessed through both the Global Script and the Room Script?

What are the differences between Global Variables and Graphical Variables?

I know theres no maximum number of variables or arrays, and theres a maximum of 500 GlobalInts. Does GlobalInts refer to Global Variables? Is there a maximum number of Graphical Variables?

And what do Strings do?

Is there any other information I need to know?

I know I'm asking quite a few questions, but I think the manual skips over quite a few things. It caters for Beginner Beginners, then jumps up to Advanced. I'm kinda stuck in the middle lol.

Thanks for the help.
#14
I need to include Array information going up into the thousands (I know this sounds unlikely, but it really does have its use). At the moment, the game crashes past 994. Is there any way around this limit?
#15
Beginners' Technical Questions / Textbox Help
Wed 16/05/2007 12:30:20
I'm having trouble with a feature I want in my game.

At one point, the player is required to enter a name for their character. I'm assuming this would be through a Text Box, but I can't figure out how to get the data the player has typed in. I know it's the TextBox.Text property   but I don't know where to put it. I want the name the player has used to show up on the GUI. How do I code this?

Thanks!
#16
I've just been working on my game.. specifically writing the opening, and it prompted me to think which opening of an adventure game I thought was best. Broken Sword I think had a very explosive opening (no pun intended), and I'm generally of the view that this type of opening is best, catapulting the player directly into the game and getting it off to a good start. Saying that though, I'm a big fan of Monkey Island, and the first games opening really added to the atmosphere and wonder of the game. Fate of Atlantis also had a good opening in my opinion, tricking you into thinking you were in some mysterious gothic castle.

Anyone else want to mention their favourite openings? What makes a good opening for you? Slow mysertious reveal, or big action moment or some other style?
#17
Boy, I'm asking a lot here.

What I'm looking for is a Broken Sword interface (left click interact, right click look at etc etc.) I've had a look around and I've found a couple of interfaces but they're all written for older versions of AGS. The functions don't work now, and I'm not good enough to figure out the replacement code I need despite trying.

Would anybody be able to help with this?

Thanks very much. 
#18
Sorry if this is really obvious, but I've tried the forum search as well as google. I'm looking for some LucasArts characters in AGS ready .cha files. I've seen them before, but I can't for the life of me find them. Specifically, I'm looking for Indiana Jones (FoA version) and Sophia.

If anyone could point me in the right direction, I'd really appreciate it. Thanks.
#19
General Discussion / Lurkers
Tue 17/04/2007 12:17:10
Hi there.
I'm pretty much copying this topic from a post a looong time ago, which asked the AGS lurkers to say hi. Maybe its due time to repeat it?  :)

Myself, I've been a lurker for years now, though I can't figure out how many. I remember I was lurking back when the DOS version was used, and I remember lurking on the ezboard forums. I've really only made involved myself a couple of times. I think I've had maybe three accounts, in each of which I only posted two or three posts ... I think I'm breaking my record with this account  :=. I've dropped into the AGS Irc a couple of times, including one New Years evening. I was introducing myself and mentioned I'd been around lurking for a few years, but mods sarcastically said I was lying and I got a little disenchanted. I'm sure he didnt mean anything but I was younger then and took it wrong lol.

Now I'm sure there are a bunch of lurkers on these boards, either with accounts or not even signed up yet. Anyone else care to say hello?
#20
Beginners' Technical Questions / Build-em-up
Thu 12/04/2007 16:48:06
I realise this is a very 'noob' question, but how feasible would it be to make a build-em-up game, similar to Rollercoaster Tycoon, and Beach Life and so on?

One problem I'm thinking of is how to incorporate a grid base system, is this possible?

What about keeping track of all the 'peeps'?

Any help would be appreciated.
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