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Messages - Cine Beast

#1
 ;D

It works just like I hoped it would!

Thanks for all the help, dudes. If you ever need anything from me (not that I have much to offer at this point), just let me know.
#2
Ah, duh, I should have noticed that.

. . . now AGS insists that ".IsInteractionAvailable" cannot be used the way it is currently being used:


  if (cast_lt == eLocationCharacter) {
    Character*c = character[cast_id];
    if (c.IsInteractionAvailable(eModeMagic)) c.RunInteraction(eModeMagic);  < Here.
    else Display(no_event);
  }


Actually, the error message is rather vague, and it won't let me read the whole thing.

I'm really taking up your time now, sorry.
#3
Okay, okay, gettin' there . . .  ;D

Now a different error is assailing me, though:


  if (cast_lt == eLocationHotspot) {
    Hotspot*h = Hotspot.GetAtScreenXY(x, y);
    cast_id = h.id;      < Here.
  }


AGS says that "'.id' is not a public member of 'Hotspot.'"

Huh. Do I need to specify the hotspot or something?
#4
*whistle*

Wow, thanks for all the effort, man, that's awesome.

I'm getting an error right now, though, in the code above the on_mouse_click function:

int cast_lt, cast_id;

void Cast(int x, int y) {

  cast_lt = GetLocationType(x, y);
 
  if (lt == eLocationCharacter) {                                   < Right here . . . AGS finds the 'symbol lt undefined.'
    Character*c = Character.GetAtScreenXY(x, y);
    cast_id = c.ID;

I'm afraid that this level of coding is over my head, so I don't know what the problem could be.
#5
Yo, Cine Beast here - asking for aid yet again.  :-[

I'm developing a game that uses the tried-and-true Sierra interface, but I want to mix things up with one of the cursors (a cursor I've added).

I have made a Wand cursor that can be directed just like the others, but I want the following to occur when I left-click a hotspot/object/everything:

A Text GUI appears with a list of spells -
I pick a spell in the textbox and hit "Cast" -
The spell is cast, and the target is affected.

In short, a system similar to the interface in 7 Days a Skeptic & 6 Days a Sacrifice.

I'm pretty much done, but there is an inescapable problem: the GUI shows up, but when I hit "Cast," the effect does not occur.

This is the messy code for when I left-click the hotspot:

  gSpell.Visible = true;
  if (currentspell == 1 && heroicspell == true) {//So, if Incendio is chosen AND cast, the following occurs.
    cEgo.Say("Incendio!");
    Display("Fire streams from your wand and sets the blackness ablaze.");
    heroicspell = false;//So the player just casts the spell once.
    mouse.UseModeGraphic(eModeMagic);
  }

I have it set that when in the GUI, if you select "Incendio," the int "currentspell" is set to 1, and when you click "Cast," the bool "heroicspell" is set to true, so this really should work.

I think the problem is that by the time I've selected the spell and cast it, the function has already ended, and I've missed my chance. If so, I suppose I need some way for the function to repeat, or else become Blocked just after the GUI becomes visible.

I hope I made my problem clear. Thanks in advance.
#6
Okay, I rechecked my code, and found one of the stupidest, most easy-to-fix mistakes I've ever made.  :-[
I fixed the error, and now the timers work perfectly.

Thanks for the help, and sorry for the trouble.
#7
Yo, Cine Beast here. I'm nearly finished with my first game, and have encountered a problem that may or may not be a real problem (if it isn't, that's disheartening).

I have a room where four timers are in use. In the load of the room, timer 1 starts and lasts for 2 seconds. After that, in the Repeatedly Executing, timer 2 goes for 2 seconds, then 3, then 4. No problems.

However, at the timeout of 4, I want timer 1 to start (and have the cycle repeat endlessly). It does not.

I'm wondering if this is a standard thing - will a timer only work once. If it isn't, then I'd love some help. I'm inexperienced here, so if you need me to show my code or something, I'll need a hand with that, too.

Thanks in advance.
#8
Sorry, I suppose I didn't figure this would require so many technical questions.  :-[

Thanks for the help, though. I should be set for now. The next time I have an issue, I'll post it in TQ.
#9
Okay, I'm trying to make a GUI death screen, but it's incomplete:

The GUI pops up in the center of the screen, and it has text, a pic, and mostly-working buttons. However, I'm unsure how to change the cursor to the Pointer style when this happens.

A worse problem is that when I press the Restore button, the Restore screen loads, but beneath the Game Over GUI, so I cannot read it or effectively use it. Is there some way I could make the GO GUI invisible (while the Restore screen is up), or change its depth?

I'm getting there; thanks.
#10
Yo, I'm Cine Beast.

I'm a huge fan of AGDI and their King's Quest games, so I thought I'd take a crack at using AGS. I downloaded it just 2 days ago, but I feel that I'm making fast progress. I'm making a test game (I don't intend to upload it, just dabble around in it until I'm confident enough to work on something bigger) and have gotten the hang of the basics.

I'm not much of a programmer, so I'm very impressed with AGS: it holds your hand for most of the game design, and the scripting is straightforward (although I have yet to get into Global Variables).

I've been watching the video tutorials by Densming, and they're a huge help, although they're now a little out of date, so I've had to blunder around a bit.

I draw my sprites and backgrounds in GIMP, and am currently using sounds and music from some licensed video games. I have SONAR, so I can totally write my own music, I'm just very inexperienced at it, and this is a test game anyway.

I have some prior game designing experience because of my time with Mark Overmars' Game Maker, which I practiced with for 3 years before becoming overwhelmed: my brother continues to use it, though, and I have a hunch he'd love AGS too.

I'm glad to be here!
#11
Hey, I'm new to AGS, but I'm making good progress (err, at least I think so). I've read/watched the tutorials, but as of yet I haven't seen any suggestions on how to make a death screen. I would prefer a Sierra style screen.

Example:

You're playing King's Quest and walk King Graham off of a ledge. He plummets to his death, and you get a game over: there's a picture, a pun-filled description, and the option to quit, restore, or restart.

How would I go about making something like this?  ???

Thanks in advance.
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