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Topics - Nickydude

#1
Hi Guys,

I'm creating a scuba diving type game and all is going well but I have two problems. Take a look at this image.



The first problem that I have is that I want the diver not to go over the 'black rocks'. I've created a walkable area around the rock



But I don't want any part of the diver going over the rock.



The second problem is that when going up or down, how to I turn the diver to face either left or right where the player clicked? At the moment the diver faces one way going up and one way going down so sometimes he can go backwards, which I don't want.

Any help would be appreciated. :)
#2
I have the 3.2 Full version and 2 800x600 rooms and I'm using the default Ego character for now.

When pressing the left / right key to move Ego he stands in the same place running through all his anims really quickly, then when I let go of the key he starts walking on his own, anyone else have this?
#3
Is it possible to install AGS on a portable Flash Drive? If so would I just change the install path when installing?  :)
#4
Is there a pdf version of the manual anywhere? I'd like to print it out so I can read it cover-to-cover. Thanks.  :=
#5
In the GlobalScrips.asc I placed the following variable in game_start (): int metbillgates; and in a dialogue I have:

Code: ags
  if (metbillgates == 0)
  {
GuyBrush: Hi
BillGates: Hello.
  metbillgates = 1;
  }
  else
  {
GuyBrush: Hi, it's me again
BillGates: Hello again.
  }


Basically I want to say something different if I've talked to the guy before. But I keep getting "Dialog 0(4): Error (line 4): undefined symbol 'metbillgates'".

What's the obvious (to you guys) thing I'm missing here?  :-\
#6
Sorry for all the dialogue questions ;) but how do you align the dialogue list to the top of the dialogue area instead of the bottom (like in the image below)?

#7
Is it possible to use Monkey Island style dialogue with a hotspot instead or a character, lie a picture that's part of the backdrop?
#8
I've started compiling a small guide (mainly to help me) but thought it might be of interest to other AGS users. it's in .pdf format. if anybody wants to add anything (FAQ, tutorial, quick tip) or there's something not right, please email me at andy(@)madladdesigns.co.uk (remove brackets) and I'll  add / change / delete as appropriate. Hopefully it will turn into a full guide which will help beginners and veterans alike.

Beginner’s Guide to Adventure Game Studio
#9
Two questions if someone can point me in the right direction:

1/. How do I change the speech anim speed? I tried changing the delay under the character tab and the speech view tab but it doesn't seem to affect the actual animation in game. I have searched but the answers seem to be about V2.72 and the interface is different.

2/. Is it possible to pick random frames from a speech anim instead of doing the same set of frames over and over for long speeches?

Thanks.  ;D
#10
I have a character saying "Empty Pots." which is obviously a short speech. How can I keep the speech text on screen for longer? Is there an equivalent of something like "SpeechDisplaySpeed="?
#11
I have a bit of a problem with the walkable baseline. Take a look at this image



When the player enters the door he goes behind like he should...



but when he gets near the outside of the wall, he disappears (because of where the baseline is set)...



How would I get around this problem?

Thanks. :)
#12
Hi folks, brand spanking newbie here trying to figure AGS out  :=

I'm wondering if anyone can point me in the right direction with the following:

I have an object that the character walks to to 'look' and see what it is and I use the following code

function hPillow_Look()
{
  cEgo.Walk(104, 160, eBlock, eWalkableAreas);
  cEgo.Say("Looks like a comfy pillow to me.");
}

This works fine, he walks to the object to see what it is. At the moment the player can't do anything with the character till he's gone over to the object and looked at it, I'd like to be able to have the character change direction if the player clicks somewhere else, on the way to the object. I changed eBlock to eNoBlock but then the character doesn't walk to the object and just says what it is from where ever position he is in the room.

Basically I'd like the character to walk to an object if it's to be looked at, but be able to divert him somewhere else if need be as he's going towards the object. Any help would be appreciated. :)
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