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Messages - amuse

#1
Thanks. I've been using Softimage XSI 7.01 and mental ray's final gathering feature, then I process the renders ( color, contrast, brightness in a script to get this imagery.
#2
that set me on the right path.

I decided to go with - WaitMouseKey(180);  - which I looked up after seeing the last suggestion.

thanks, this will do nicely. Works with slow readers and allows the quick clickers to jump foward.

amuse
#3
ok, things are starting to look good!

My remaining issue is this: How do I use this like I used the cEgo's text

In exemple when I convert :
player.Say ("Here is where you work - The Fletcher Memorial Hospital");
player.Say ("This Hospital has a nice history to discover specialy in this part");
player.Say ("Usualy, you work down in Ward 3.... an everyday hospital floor");

to :

MyText.Text="Here is where you work - The Fletcher Memorial Hospital";
MyText.Text="This Hospital has a nice history to discover specialy in this part";
MyText.Text="Usualy, you work down in Ward 3.... an everyday hospital floor";

I do not the the same behavior at all:
The first code displays the first line - waits for a user input - the displays the second line, etc

The second code only displays the Last line that stays for ever.
#4
Good.

So I create a Label on the Bottom GUI, named it  - MyText -  then the code to use it would be ?

So far I failed with :

DisplayAt (MyText, "Here is where you work - The Fletcher Memorial Hospital");
#5
Hi,

I am using  - player.Say - to display the general text in my first game, but It created a problem which I can't seem to find any solutions for.

The present workflow : I've placed cEgo at the bottom of the screen but not showing him.

See image



1 - When I use just line of text is works perfecly.

2 - when I use two lines of text, then the text ends up to high.Because ofcourse the text always have to be above cEgo.

3 - This diplays how I am using the Character location for the Text and use the - Player.Say - code


For the solution - So far I am wishing I missed something easy like : having the possibilty to display text UNDER the cEgo. this would and up being a 2 secs fix :)

The other solution i've tried is to create a GUI Textbox
#define TEXTLOCATION destX, destY, destWidth...and all that.

Which actually worked but then I could not CENTER the text... just got the Left to Right Text.

then perhaps there is an easier way to do this in my already existant Bottom of the Sceeen UI?

So my question : how should I do this ? :)

Thanks

EDIT - thanks for all the replies the solutions works perfectly.
#6
Hi all,

I've been a member for a few months now and working on my first game for the last 3 months. Now with the progress going good I decided to start my own : game in production... thread to get a bit of feedback.

I am a one man army working on graphic, story and coding most of the game, but also I received guidance from the forum and  help from SteveMcCrea, GarageGothic and LadyGhost.

The Story : You're a Nurse in a large Hospital, when one night  a Doctor disapears, you are asked to take the night shift in Ward 9, the psychiatric ward of the hosptial.

Style/type - This game is an Investigation game. ( not horror. )

The game is 800x600 and uses the Panorama Module for about ten of the rooms so far.
Here a sample.


The game also offers navigation through corridors to different areas of the Hospital.



During the game, the player gathers discovers the dark history of the hospital, solves puzzles, gather items, combine clues and reads multiple types of documents.


The Game UI offers a permenate inventory display and the access to a notebook.  The bottom black window displays the general game texts.


My progress so far.

- Story 85%
- graphics 60%
- puzzles 40%
- scripting 50%
- music/sound 1% ( I will surely look for a composer )
- Charaters - 0% ( I will probably try to get help here )

I've seperated the game in three Chapters and the progress is going nicely.
I plan to finish the first complet draft of everything in June.

amuse

#7
Ok, I got number one to work with your code -

I had to change de default cursor. Having the Interact cursor instead of the Pointer cursor gives the proper behaviour now.

Thanks.

Ianic
#8
Thanks for the reply - I guess I am still having issues when I try to apply this to different hotspots

I add the code line of the mouse.Mode to the hotspot code.

function hHotspot2_MouseMove()
{
if(Mouse.Mode != eModeUseinv){
mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeLookat;
}
}

And I am still getting the undesired cursor changes when passing over other hotspots.

For number 2 - the logic behind it was - being able to Look at a hotspot and also being able to interact at that same hotspot. ( or Talk and Look ) but like you said: How then?

Perhaps what I need would be this:

General Cursor Pointer when Not over any hotspot or GUI

Cursor changes over a hotspot to the normal multi cursor mouse wheel.

This way, the player could choose the task he wants to perform on the hotspots depending on what is available to him ( Interact hotspot, Look Hotspot, pick up hotspot,talk... ).

Is this possible ?

amuse.

#9
Hi all,

I've been reading most of the cursor threads and I am still struggeling with this one.

I've setup the Pointer to be always the active cursor unless I am on a hotsop or an Object - it's the only one with StandardMode = True.

Then on every hotspot I've added under : Mouse moves over hotspot  - this code :

mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeInteract; // or eModeLookAt...

So now, it changes to the proper cursor and comes back to my pointer when I leave the hotspot.

I also have a Repeat execute for my room objects.

function room_RepExec()
{
if (Object.GetAtScreenXY(mouse.x, mouse.y) == oBluecup) {
mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModePickup;
 
}

and this also work.

My 2 issues :

1 -
When I select a Inventory Object and I want to place it on a Hotspot, the Inventory cursor will switch to the Pickup Icon because of the hotspot, or if I move the Inventory cursor on the edges of the screen, I move over an other hotstop and It also changes. I would like the eModeUseinv to override all the hotspot changes and to only change to pointer when I right click.

2 -
when I have a Hotspot that could have 2 different behaviors. ( Look and interact ) What should I do ?



Thanks

amuse
#10
So simple and yet...:)

Thanks a lot guys! works like a charm now!

amuse
#11
Hi all,

I want to have conditions that things will happen only if a player has done a certain thing.

looking into the manual and reading here I finally made this which almost work. The code fails when I change the bool from an other room

My code is seperated in 3 parts

in the  GlobalScript.ash I have

bool my = false;

in the first room I have

// room script file


function hHotspot1_AnyClick()
{
my = true;
}

function hHotspot2_AnyClick()
{
  if (my == true){
  Display("this is true");
  Display("very true");
}
 
  else if (my == false){
   Display("this is false");
   Display("this is sooo false");
  }
}

function hHotspot3_AnyClick()
{
  cEgo.ChangeRoom(2);
 
}
So from that first room I am able to set the bool to true

now room number 2


function hHotspot1_AnyClick()
{
cEgo.ChangeRoom(1);
}


function hHotspot2_Look()
{
my = false;
Display("now set to false");

}

Now in room two I set the bool the false and go back to the first room. I click on hotspot2 and saddly it's still set to true.

What am I doing wrong.

amuse
#12
Hi,

I have been a member for 1 week now. I downloaded the programme, did the tutorial, created my own Test easy-quick-simple-one-day-game. Now I am ready to fill my time with the creation of a more complete game.  I will do all the graphics in 3D, and I started to write out the idea of the game. I understand the basic scripting and I will handle that.

Here are some images of the project so far  :

http://www.amusefilms.com/ward9.jpg


What am looking for is someone that can script the more complex puzzle ideas. - let's say the puzzle is a locker combination, I can do the graphics, but I want the coder to make my graphic turn in 2 different directions and get the input of the 3 combination number then unlock the locker -  this is not a puzzle but an exemple :)

I plan so far the game to be first person, the theme is medical psychological genre with nice lighting and ambiance, slow paced, not to much dialogue. Something a bit dark with some humour.

thanks for reading

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