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Topics - Joseph

#1
Beginners' Technical Questions / noob question
Thu 07/07/2011 04:45:16
noob question here. ;D
ive been reading here use a character for shadows that follow player. WHY? I want to make shadow under playuer but was just going to draw it INSIDE the art of the sprite.

???so why do some make a character just for shadows and make it follow? Whats the advantage?
Sorry if its a stupid question :-\
#2
Howdee dudes!

How do I write so that I can put paragraph of text into a textbox in AGS right now I really dont know how, i looked in manual and coultn find how?

somthing like txtTurtleMenu.Text = "insert text here-insert text here-insert text here-insert text here-insert text here";

just imagine its a huge paragraph of text. how do i break that line up there so i can make it a paragraph with breaks where i want? if i do that code, the text goes in 1 line all the way and goes outside my textbox border like its crazy.

please help!???  :) :)
#3
heeeyah!! ;D

dear kind sirs/and or wenches/turtles;

how can  i make scrollbar for inventory  that the slider change size depending on the amount of items in my inventory window? just like in expolrer, notice if a folder has many items the slider bar is smaller...but if its almost empty is huge! when i drag the scrollbar slider it also scrolls up or down the rows by row.???
is this doable ???
#4

after monkey_05_06 answered my solva-ree-kneed question in http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42750.0
i looked round for yet another question and found moneky_05_06 wrote a code i was looking for in http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38897.0


but when i try code, i get character.inventoryquantity: inmvalid inventory index 0??????? :o >:( ???

what did i do wrong my character i want to swap with has none items and the one swapping has eight items, wa-da-fks dudes
#5
yo dudes!

I have bag I pick up nad put in my inventory. Id like this
scenario: you find a bag on the ground. pick it up.it goes inmy inventory.

Then, when i click on the bag in inventory, i want it to 'expand' whats inside (3 items inside the bag: 1 turtle wax can, 1 turtle treat, 1 jar of turtle juice) so that the next 3 items are now outside the bag, next to the bag in my inventory. important: no matter what items is next to bag already, those 3 items will always be exactly next to the bag, bumping the order always.

whenyou click on the bag again, it will 'collapse' those items so all go back inside the bag.

How can I get this done??
help please!! or else!!!  ;D ;D
#6

Allo mes amis/hola me amigos/yo homeys!!

Yo! I want know how i can do this without losing my muind!!!!!!!!!!11!!

When my mouse is over a certain button aand is pressed down, i want to have a textbox show us all how long the mouse is over it and pressed down on that button with numbers going up and up and up, starting at ZERO. when the mouse is finally let go, woops!! the text is reset back tio nothing a.ka --> ZERO! tajht way when i reclick and hold down on that button, the counting starts all over again from ZERO.this will show us all how long a player holds down the mouse  on that certain button! YESSSSSSSS

i tried and tried and cried and cried: me is super dumbo  := :o

???

thats twhy ui come here to ask :)
#7
Hi friends, its me, Joseph!

HOW do i do this--->

3 boolean vars: a,b,c

I waNT TO chek if 1 of the variables is true, and then if 2 of the three is true...

How can I write that so its not too long of a line? Like i want to pass "if one of these three is true, do this" and "else if 2 of the three is true, do that".

??? ???
#8
Hola IM back    ;D ;D ;D once again but with a VeNGence

is there a way to find out when the stop has been run in a dialogue? I have a code i wrote that i want to run each time stop is run inside a dialog but i dont want to retype that code evertime in each dialogue when you want it to stop.

I woudl place this inside my repeatedlty_execute of course, (like, check if "stop" has run in a dialogue, if "yes", do this code)

ps: http://www.poopreport.com/BMnewswire/972.html
#9
Hola IM back ;D ;D ;D

just want a custome-made Gui to pop-open when my turtle gets a certain amount of points for mating :o
I did this in the on_event function--->
if (event==eEventGotScore && game.score==69)showTurtletreat();
if (event==eEventGotScore && game.score==169)showTurtletreat();

when the score gets to 69 or over...i see my window popup, (cool), but when the game continues and the score keeps going up, when it get to 169 or over, i dont see my turtle treats window :(
i DONt give points equally, sometime a turtle can get 1 pointm, sometime 6, so i never know when the playuer will get EXACTLY 69 points or 169.

Can someone help meeeeee???

#10
Hi dudes,

I just simply want to the save the mouse cursor before it goes over a GUI, so when the mouse is no longer over that GUI, it reverts back to the previous cursor.

Here is what I tried, and failed. I read some threads on problems with the "saveCursorUntilItLeaves" function so Im not sure if its even a good way to do this (I put this code in my repeatedly_execute):

Code: ags

  GUI *theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
  if (theGui == gTurtleWax)
  {
    SaveCursorUntilItLeaves();
    mouse.Mode = eModePointer;
  } 



When it goes on the GUI it changes to the pointer, but when it leaves it stays as the pointer.

:o
#11
This is most prob a dumb-dumb question, but what the difference between making global variables in the global script + import/export and doing it in the pane? Im guessing the only thing thats different is its less time consuming in the pane?
#12
Ok, second question and last question of the day!

Im using a trick I found in the forums to fake 2 inventories for the same player (create a dummy character with its own inventory and scripting "InvWindow.CharacterToUse" +  "Character.SetAsPlayer" as needed).

The problem is this, however:

Say I switch the playable character to the dummy character to gain access to his inventory. I select an item in the dummy inventory, and return to the room. Cool, the mouse cursor has the right item cursor, and I can do interactions with it. BUT...when I go to walk, talk, look, etc...its still the dummy character, so my "real" main character doesnt move or do anything.

What I want to know is:

How do I change it back to the "real" main character without losing the dummy inv item I took from the dummy inventory?

What I though of trying but seems stupid (perhaps in rep_exec?):
Code: ags

	if (mouse.mode != 4)
	{
		if (player != cMainChar) cMainChar.SetAsPlayer();
	}


as in...if the mouse mode isnt an inventory item being used, set the player to my "real" main character (and not the dummy).

Is there a better way?

EDIT--->

Ok, I found a solution: in on_mouse_click
Code: ags

    if (mouse.Mode == eModeWalk)
    {
      if (player != cMainChar) cMainChar.SetAsPlayer();
    }


I just do that for all the mouse modes except the use inv.
#13
YO long time no C,I'm back. Yay.

I just want to set the boundries of the mouse when the game loads. Where should I place this line?

Code: ags
  mouse.SetBounds(1, 20, 180, 199);


I tried in game_start, doesnt work. Ive search the forums for this without luck aswell. I feel like putting it in rep_exec would be stupid. Im stumped. I know how to make this work in a gui though, but cant get it to load at game start. It also works when I put it in the room's script in room_load, but I dont want to have to add that line in every room's room_load, know what I mean?

Hope its clear :P
#14
Hi Poochies,

I was wondering the other day how did they get a fake 3d effect in Full Throttle during the motorcycles driving sequences...

Im thinking they pre-rendered the 3d, (camera moving through the road + mountains, viewed with perspective), and then displayed them as images one after the other...the full throttle guy's sprite can then be moved just left or right (strathe)...

Im guessing this is really doable in AGS (of course)...I was wondering if anyone already fiddled around with this kind of thing.

http://www.youtube.com/watch?v=gZO-b3lT3zE&feature=related
#15
Hi fellow SmurfMunchers,

This could possibly be the stupidest question ever posted on the AGS forums:

What would be "better" for displaying a cutscene, an actual movie file (like avi, for example) or creating a View with the individual frames of the movie inside a loop and putting that View into a GUI...?

Im guessing the view with sprites looping could be heavier than just playing the movie, right?

Why would one use one of those methods versus the other?

#16
YO!

Ive searched without luck, but Ive got this burning question and I cant seem to be able to sleep at night without it being answered! Ive also got a burning itch between by legs but thats another story.

Ok, well...is it possible to have sierra-style dialogs, with the portraits...but the character onscreen also has a lucas-style animation where you see his mouth moving, etc...so you can have both "at the same time"...?

Also, do you guys think it would be a good idea to give the player the choice of lucas-style dialog or sierra-style dialog in the game?

I thought of doing both, and then in the settings let the player decide which they would rather play with...I know this would increase the amount of work, but it could make the game more "like-able" by all, no?

#17
Advanced Technical Forum / Screenshot bug?
Tue 29/09/2009 17:36:23
Hi GUYS...and uh, gals....

Ive run into a possible snag-a-roonie (in 2 parts) with the screenshot feature and Im not sure if its a bug though. Here is the prob:

Part 1
Ive been using the template A.S.S.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38928.0

for saving with screenshots. Ive got it to work ok. When I save, I see a nice screenshot (good graphics), but when I load, the screenshot seems "scaled down" in quality...like more pixelated...is this a bug? I contacted the author and did everything OK (kept the aspect ratio to 4:3 for the button that shows the screenshot)...etc

Part 2
This is even weirder! So I got the screenshots to work...but when I export the whole game folder + savegame folder to abother computer...that works (I can load the screenshots ok) BUT...when I try to save a new savegame + screenshot, it seems it loads a transparent image that cuts through my GUI...Why does it work on one computer, and not the other one?

The cpu it works on is windows vista 64 bits...the one it doesnt is XP 32 bits.

Im dumbfounded!

And dumb.
#18
Hi DUDES...

I wont even pretend I know where to start on this one...so Ill just say what I want to get done, somehow...I figure it has to do with the length property though:

Code: ags

Length property
(Formerly known as global function StrLen, which is now obsolete)

readonly int String.Length;

Returns the length of the string, in characters.
Example: 

String text = "This is my string.";
Display("Length: %d", text.Length);



What Im trying to do is limit the player's save game names to a certain length, like I dont want people to be able to save titles longer than say...10 characters (for example).

How would I go about making this a reality?

PS: I pee in the shower
#19
Hi Amigos,

Ive got a new one for you all...let me explain what Im trying to accomplish, and what i tried to do...and how I failed miserably and deserve a brutal beating (preferably with a wet cod).

Ok, what I want to do is have another mouse mode which is Run. Ive got the mouse cursor mode set at ID13. It is set to "standard mode". ScriptID is eModeRun. I thought that to get this, all I have to do is in my rep_exec, check if my mode is set to the Run mode, get the left-click position of my mouse...change the animation speed + view...and then go to that x,y position.

Now, here is what I tried (without success):

In my rep_exec:

Code: ags

  if (mouse.Mode==eModeRun)
  {
    cEgo.StopMoving();
    cEgo.SetWalkSpeed(4, 4);
    cEgo.ChangeView(7); 
    cEgo.Walk(mouse.x, mouse.y);

//    ProcessClick(mouse.x, mouse.y,eModeWalkto); 
//    player.Walk(mouse.x, mouse.y, eBlock);
  }


I commented out the final two lines cause Im not sure which to use, and how. I know I have to "process" the x + y coordinates of my mouse, and save it somewhere...and then tell AGS to make my character "run" to that spot, but Im not entirely sure how to do this.

Right now, with what I have, the character moves to where my mouse is, not where I click...so when I move the mouse, it follows the mouse cursor (doesnt process the click!)...oh, also, if I choose "eblock", while the character moves I get my wait cursor (which I understand why), but I dont want this...so when I click "noblock", then the character doesnt even move at all!

I looked for "run cursor", "running mode", "cursor running mode", etc...in the threads without luck...although Im sure someone will say "dude, this has been answered a gazillion times over!"

:P


----EDIT---

Hey, I tried this, it works...but is it a "good way" of doing what I want to achieve?
The only thing is now my view mode stays at 23...how would I make it go back to my normal walk view when Im no longer in run mode?

Code: ags
  if ((mouse.Mode==eModeRun)&& (mouse.IsButtonDown(eMouseLeft)))
  {
    cEgo.MovementLinkedToAnimation = false;
    cEgo.StopMoving();
    cEgo.SetWalkSpeed(20, 20);
    cEgo.ChangeView(23);
    cEgo.Walk(mouse.x,  mouse.y, eNoBlock);
    cEgo.MovementLinkedToAnimation = true;
  }


Also though, with this code I get bugs when I use the cursor with gui's, etc...so Im not sure if I should place it in the rep_exec?
#20
Hi fellow turtle-lovers,

Ive been searching like a madman for help on sliding the iconbar down smoothly when your mouse goes to the top of the screen. I could only find this one, and another one too but the poster's link is broken (he answered with a link that now I cant access).

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21153.0

I will continue searching, however if someone directly knows where a thread treating this subject would be...well just fork it over babay!!

If not, well...any help on this would be f#@%in' great.
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