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Messages - Caracal

#1
Ah, thank you! HA HA! (nod)
#2
Ah thanks.
Thats really odd.
But however i am not pleased with the result. The textbox is in the game ways too large.
Is there a way to tell AGS that I would like to start a new line within the editor?
When I have a text displayed that says:
“you cant look at your items yet”
how do I make it to be shown like this fE:
“you cant
look at
your items
yet”
Besides the single graphics don't fit together smoothly in the game (in the editor they look just fine), although it has been created from one Phtotoshop image, so their shouldn't be a problem. Theoretically.

Thank you Crimson!
#3
For some reasons I can not edit the Text Window.

I have created a new “Text Window Gui” and it shows a box with 8 arrows in it (I guess the graphics that have to be replaced by my custom images) but it wont let me like... click on the arrows.  And there is no extra option, only background color, Image, Text color and Name of the Gui.
Also the bottom 3 arrows are not completely visible, since the gui is too small, but jet i cant change its size.

In the manual it says simply “You change the graphic for a corner in the normal way” and I would like to but I cant.
Its probably too easy.

Thanks for help in advance.
#4
Quote from: Khris on Wed 08/01/2014 00:45:09
the bools don't get all changed to true.

My apologies, the code works perfectly fine! I really messed up and changed "ITEMI" to "true" twice and forgot "ITEMIII".
But i didnt know that i have to write out the bools properly, like " if (ITEMI == true && ...). So thank you once again!
#5
Ok,
So i did this:
Code: ags
  
function room_RepExec()
{
  if (ITEMI == true && ITEMII == true && ITEMIII == true && Game.DoOnceOnly("DoorOpened")){
...
}
}

But it still does nothing. (even if i dont put the "== true" or the "game.doOnceOnly(...)" in there at all)
#6
Ok, it is me again, with a really easy problem- I guess. I have been trying around but just cant figure out a way.
There is a task in one of my rooms. The player is suppose to place 3 objects at certain locations in the room
(inventory items on hotspots, really easy). As soon as the player has delivered all 3 items, doors in that very
same room are suppose to open. (Doors are objects, visible = false, and restore walkable area to access a new room)
In order to tell AGS that the items are all together I set up 3 bools in the roomscript.
(ITEMI, ITEMII, ITEMIII) And once the 3 Items are at their places I wanted to trigger the event with a rep. execute, like this:

Code: ags

function room_RepExec()
{
if (Game.DoOnceOnly("DoorOpened")){
  if (ITEMI && ITEMII && ITEMIII == true){
cBellatrix.Say("Das waren alle fehlenden Ornamente.");
Wait(20);
cBellatrix.Say("Die Türen müssten nun offen sein");
oDoorI.Visible = false;
oDoorII.Visible = false;
}
}
}


But this does not work. And I really cant see why. Nothing happens instead. Not even an error occurs.
Any ideas, guys?
And thanks in advance!
#7
I still have a problem with the „recognize“ issue.
Even if I rename the downloaded file journalmodule_1.1 AGS still won't let me import the script. It acts as if the file wasn't there!
Its sad because the idea is good and the explanation on how to use it is great too!
#8
The idea for such a module is amazing! I love it so much! Thank you for creating it, Besh!
Not only Diablo I and II work with this kind of inventory, it is also used in epic games such as Arcanum and Resident Evil 4! Therefore the need of such an inventory is unquestionable. Once I finish my current game I will start going into this one by using it!

For now I have discovered 2 issues about your module.
The first problem is that when the player selects an item (the mouse cursor changes) and then selects the “return to select button” on the bottom of the inventory (next to ok). The mouse cursor returns to normal without returning the picked item into its original inventory position. Thus the item is lost! (I just imagine that to happen in the real Diablo II after finally finding a good weapon)

Secondly there is another thing that diminishes its use, as discussed in this forum: http://www.adventuregamestudio.co.uk/forums/index.php?topic=8119.0
One can't drop Inventory Items at the moment!

#9
This is it!
Thank you very mutch!
#10
Ok i have started a new game. And the Save-Load function did in fact work!
Then I have copied and pasted the functions and put them into my game,… but that did not change anything.
I can still not see anything in the load-panel.
The Loading function in my game looks like this: (when I press the “Load button”)
Code: ags

function btnRestoreGame_OnClick(GUIControl *control, MouseButton button)
{
  if (lstRestoreGamesList.SelectedIndex >= 0)
  {
    RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
  }
  close_restore_game_dialog();
  aMainTheme.Stop();
    gInventory.Visible = true;
    gInventorySchno.Visible = true;
}
 

As you can see I just added some commands at the end of the function. That is all I ever did with it… I never even touched it before, because I feared the situation I am in right now!
The save function looks like this: (when I press the save button)
Code: ags

function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
    {
      gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
    }
    i++;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
  close_save_game_dialog();
}
 
#11
It still shows nothing.
Even when i copy this funtion in there, it does not work.
I checked the colors... thats not it!
#12
The function in my game looks like this:
Code: ags
function show_restore_game_dialog()
{
  gRestoreGame.Visible = true;
  lstRestoreGamesList.FillSaveGameList();
  mouse.UseModeGraphic(eModePointer);
  
}

I cant see any meaningful difference to the default.
#13
Hy Khris!
I did base my game on a default game. And I cared not to change anything on the basics.
The thing is that the game will not appear in the restore dialogue box.
The code for the “Save” button is as follows:

Code: ags

function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
    {
      gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
    }
    i++;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
  close_save_game_dialog();
}


The only times I tried around with the save options is through the general settings panel… (advanced save ect.)
I just found out that the files are being saved in (User/Username/Savedgames...) But to no avail. The game does still not respond to them.
#14
Hello everybody, after a long time I finally come up with another issue.

This time I cannot save the game while playing.
The Save GUI shows and lets me write the filename and everything seems perfect, but it appears that It does not create a save-file.

The manual does not seem to give any information about the regular save (only the advanced save functions).
Saving is essential since my game is going to be a long lasting experience! ;-)

Hoping for help and thank you in advance!
#15
Code: AGS

player.Say("Oh, No its under the point "SpeechView property");
player.Say("No this was too easy! I am sorry, but thank you so mutch.");
Player.LockView(3);
    PLayer.Animate(20, 3, eOnce, eBlock, eForwards);
    Wait(60);
    Player.UnlockView();
    Player.ChangeRoom(304);
gInventory.Visible = false;
gDeathMessage.Visible = true;
aGameOver.Play;

;-)
#16
Hello everybody, its me again after a longer period of not having any issues.
(which is a good sign)
But now I run into a problem that I have been wondering about for a long time.

How do I adjust a second/third/fourth… speech view for a character?

Throughout a longer game I want the main character to show emotions while speaking (giving the game some depth) or holding an item while speaking ect.
I just cant think of a proper way to do this. Thanks for any good help in advance!!!
#17
"undefined token old_e = e;"
:-(
Just entering/copying the code seems not to work.
#18
@ slasher:
The idea is really good, i havent thought of a Hotspot. I would totally do this since its really easy enought for me. BUT... i am using the "ultimate cursor" which is making it kind of difficult. Hence the cursorimage wont change. -_-

@ Khris:
Where do i put this code? Into the global script? (i still have a problem with imported functions just as i have trouble setting up the "death-scene" function in my game)
#19
Hello its me again. After the success of the last days I finally dare to wrap up the final details of a perfect “Kings Quest 7-ish” game…
For that I need something that’s actually pretty helpful for the player. When having backgrounds sometimes the player can not see at which point he can leave the room and go into another room (maybe when the background is a dark forest or when there is a secret pass way or whatever).
The thing is that I would like the mouse cursor to switch to an arrow symbol (which I will draw), while it is above the region on which the player has to walk in order to change into the next room.
It does sound pretty simple to just use “mouse.ChangeModeGraphic(eModeLookat, …);” But I don’t want the mousecursor to change when the player clicks at something. I want the cursor to change as soon as it hovers over the region, and I want it to change back into normal as soon as the cursor is off the region. But I have no idea about how to associate that since I have only “walks onto, walks off region…”

Thanks a lot for any kind of help in advance!

#20
Well… I understand.
Thank you so much! I would have never guessed that!
Now it is the ultimate cursor!
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