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Topics - timmle

#1
I have used the following script in my room1.asc;

function hHotspot2_Interact()
{
PlaySound(1);
cEgo.SayAt(40,258,320, "Text which is displayed goes here");
}

So i have recorded my own sound file of me saying what is inside the speech marks so it plays at the same time.

I know that some people can be quite impatient when playing point and click games expecially if they have played that scene before and click to make the text dissapear before you've had time to read it.

Because i have just used the PlaySound(1); command - it continues playing the sound even after the text has dissapeared. How would i go about stopping the sound that is activated using PlaySound(1); so it stops at the same time as the text dissapears on a click.

Of course i will using this for every part of text upon hotspot click in the game, so where it is now in the room script im guessing to save me inputting this for everything in the game it should go in the globalscript, but nothing in the help topics or forum topics covers this specific area.

Thankyou.
#2
Just started my first dialog, using the tutorial very kindly supplied on the site, and it works great, everything is how it should except one thing.

In the second part of the dailog, which is a branch off with more options, once you have asked all the questions possible in that section the last item is "That's all for now" and it returns you to the original conversation using the goto-previous command.

But this command puts you right at the beginning of the conversation which starts "Greetings!" etc and this looks rather silly when you've already been talking to them for 4-5 minutes. So i have a few questions...

1) How to i change it so that the goto-previous command is more specific and you can jump back to the options instead of running through the greetings stage again?

2) Can i change the options, that you input that are displayed at the bottom of the page, to be at the top of the page instead and be icons like most point and click games instead of lines of text. The icons would look so much cleaner.

I do love the way the text is above the character's heads as they talk i am defintely keeping that as it looks smart, but how do i change the text colour for each individual character?

Thankyou for your help if you can.


#3
I've been searching the forums and all the contents of the AGS software but can't find what i need to know, maybe i'm just missing it, or unaware of what the terminology is.

When i 'Display("....."); etc on a hotspot action, and the text appears on the screen, it follows quite a generic look and i would like to change it if possible.

I would firstly like to remove the white box on which the text is placed (I'm guessing this is the same for speech yet i haven't adding dialog to the game yet), and the black border around that, so it is just the text is placed. Then i would like to make the text white in coloured, and then eventually have a stroke around the font which i believe i can change in the font section in AGS.

Secondly, i would like to reposition all the text that is displayed so it is out of the way of the main scene, maybe at the bottom of the screen and so that i can fit 10-15 words across horizonal, instead of the small box that appears at the moment.

Thankyou.
#4
I've changed the inventory so it is permanently at the bottom of the screen using the 'Normal' command.

I want the inventory to act the same way as if in the game window itself.

I have a crosshair icon as the walk to icon, and pressing right click over and over scrolls through the different possibilities as deafult.

I would like to use my 'eye' icon in the inventory to analyse the object instead of having to click on the magnifying glass in the inventory, and i would like to use my crosshair (which is used for walk to) to pick up the object to use it.

How can i apply these commands into the inventory as well?
#5
I am incredibly new at this, so be gentle.

I'm just slowly building this from the bottom up and my first step is to get my cursor how i want it.

I'm a big fan of broken sword and i would prefer my cursor to act like that.

For instance;  I have a door which when the mouse rolls over it i would like it to change to the eye, but when the mouse rolls over the door handle it activates the 'To Do' cursor instead.

I have my Look At Hotspot code typed in for my door, and i understand i will have to do this on my actions, but as i understand it i will have to make changes to he global script for this cursor thing to apply to the whole game?

I have searched the forums using the search function and the best i can, and there are a few topics which go over the same thing that i would like, but i am not at a good enough level of understanding yet to be able to just write code or write the rest of it by myself.

What code would i use to achieve this, and would it be placed in the globalscript file?
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