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Messages - picklegreen

#2
Great, thanks!
#3
I have a character that walks between 3 different spots (using a timer) when my main character talks to the alking character he stops walking, my character walks to him, they face each other and talk. The only problem is the main character stands right behind the other character, so I can't see him.
Is there a way to keep a set distace between them with making them both walk to a particular spot?
#4
Ok so I've been working on a game for a couple of months...

I started it by clicking new game, 9 verb template.

It comes with 2 rooms and a short puzzle to solve, fine no problem you can still change stuff.
The only problem is everytime I change something in a room that was part of that small template game is messes up.
It's really really starting to annoy me, I changed a hot spot in room 1, (hotspot 2) and now I have a runtime error

"Runtime error: unexpected eof.      Room1.asc.          (Line) -10



Where the hell is like -10??

Room1 script (in fact all the scripts) start from line 1 there is no minus numbers :s


I tried to change it back by copying and pasting from another template but no luck.

Heeeellllppp meeeee!
#5
Yeah I clicked that then when it took me to the script page I typed cCharacter.say("something about the item");
But when I look at the item he says nothing.
#6
I noticed in mokey island you can look at items in your inventory and guybrush says things about them, I found this helpful, how can I implement this?
I tried going to the actions collum in the iventory items properties and clicked the "if look at" option and then just typed cCharacter.say("something about the item");
But it doesn't seem to have worked.
#7

Quote from: Khris on Thu 16/06/2011 10:57:14

I have to say though that you're sort of ruining the GUI's main concept. It's entire behavior (including for instance showing different default actions triggered by a right click e.g. "open door") is built for it to be visible throughout the game.
You are of course free to do whatever you want but the way you're using it renders much of it's functionality sort of crippled.
Be prepared for quite a few comments along those lines when you publish your game :)


I have been thinking about this, you may have a point for instance:

**When I want to look, talk, or open it works fine I just move the mouse to the top the inventory pops down then I can click open, it dissapears then I click the door.. Easy. BUT if I want to give something to someone I scroll to the top click give then the inventory dissapears so I have to move the mouse pointer down then back up again to click the item **

maybe I could have an icon that I can click to show the iventory and then I stays open until I click it again or something? I just don't want it there while I'm walking around.
#8
Great, that seems to have done the trick thanks, and thanks for the advice but it seems to work ok for me. After all  mi3 doesn't always have the inventory showing (9coinverb) and I love that game.
#9
Thanks but I'm afriad this did not sort out the problem, according to AGS the error occurs on line 1558 : if (isAction(eGA_use) && ii.IsInteractionAvailable (eModeInteract)) {



(Error running fuction 'on mouse click':
Error: Null pointer referenced )
#10
Ok I started again and tested after every change I made the problem occoured after switching the visibility of the gMaingui (NormalGUI 1) to "when mouse moves to top if screen"

Does this help ?
#11
 have just started creating a game, I used the default 9verb game "new game" that comes with AGS.

The problem was that there was already 2 rooms, a main character and things to do in it.
I tried deleting these things so that I could replace them with my own characters, rooms ect.
I think I must have done it wrong because my gui is not really working (but that's * seperate post).
What I wanted to ask was: what is the best way to clear the default (9 verb) game without getting any errors? Has anyone done this successfully?
#12
I might be able to upload it, where would I upload it to?
#13
Also if I click "use" then an item I get this message

****

"AGS had a problem running your gane, The error can be seen below, and is most likley due to as scripting problem. The line in the script where this occured is highlighted for you"

File.        Line
Guiscript.    1558

*****

This is highlighted in yellow on the script page..

***

" If (isAction(eGA_use) && ii.IsInteractionAvailable(eModeInteract))

***

I'll be honest I have no idea what it all means it's from the template/default games script.


#14
I am a complete begginner.
I have looked in the tutorials but can't seem to find any tutorials using gui.
I have created my game using the template "new game" on AGS with the 9verb gui.
My gui has give,open,close,pick up,look at,talk to,use,push and pull.
I have only changed the btnMainBack image, re- positioned the gui at the top of the screen  and added a @score@ the rest is defaut.
I am able to talk to characters and pick up objects.

MY PROBLEM IS THIS....

When I have an item in my inventory and I hover the mouse over it e.g the key, the item name is not displayed on screen (it still says "go to")

The same happens if I click  give, look ect button first.

So in short I can pick up my objects but not use them once in the inventory.

Any idea's as to what I'm doing wrong here?
#15
Thanks barefoot that's exactly what I needed, so can I use the variable commands += and -= to raise and lower the gamer score?
#16
I am trying to use money in my game.
I have read the tutorial on variables and now understand how to add and subtract from a variable that I could call "money" or "cash".
What I now need is a way to show how much money I have in the game rather than the player have to try remembering.

I want the simplest way of doing this either in the gui or just as text on the screen.

Thanks.
#17
-----SIMON THE SORCEROR / MONKEY ISLAND INVENTORY-------

I am a complete begginer on AGS, I have made a short game but i really didn't like the defualt inventory -- pick up, use, open, the briefcase items e.c.t -- i would much rather have a simple simon the sorceror / monkey island type interface, with clear PICK UP, OPEN ect at the bottom of the screen with the items displayed next to that.
can anyone point me to a clear guide to help me do this?

(please make your replies easy to understand i do not know a lot of the abreviations used in here, thanks)
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