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Messages - Thumb_Sucker

#1
Great thanks Khris, i was a doing it  by a hard way...
#2
Yes, I copy te code but i set the editor things properly. Btw, how i can check this?

I create a new project to test this isolated and the result was the same...

working here, i noted the problem:  if i don't write the line gk_dialog.Start(); the  views of characters appears but not the dialogue...

SOLVED: i put gk_dialog.Start() in room_afterFadeIn and works fine.

but... how I do to change the room to the previously room when the dialog  ends? I try, add   character.Changeroom in the dialog script, but  the character back to the room as his speec view...
#3
When the rooms change is only black, the dialog dont start and the characters don't appears too...

I copy your code, but change the necessary.
#4
I follow this  3 steps, but the result as the same. The speechstyle for this is the default(Lucas arts)?  Or may be something wrong with my Gui...

Code: AGS
function room_Load()
{
  player.ChangeView(SVMIGUEL);
  player.SpeechView = 2;
  player.x= 70;
  player.y= 70;
//other
  if (gk_dialog == dMyDialog1) {
    cDialogPartner.ChangeView(6);
    cDialogPartner.SpeechView =VCLARICESPEECH;
  }
 gk_dialog.Start();
}


Sorry for this great bother, but this work is very important to continue my college...


#5
I do this codes, but stil having problems. The code pass in debug, but nothing appears in the dialog room, just the black background...

Code: AGS

function cClarice_Interact()
{
  gk_dialog = dMyDialog1;
  player.ChangeRoom(100);
}


Code: AGS

@S  // Dialog startup entry point
return
@1
  cClarice.SayAt(151, 58, 100, "Olá!");
return

@2
  cClarice.SayAt(151, 58, 100, "Olá!");
stop


Code: AGS

function room_Load()
{
  player.ChangeView(SVMIGUEL);
  player.SpeechView = 2;
  player.x= 70;
  player.y= 70;
//other
  if (gk_dialog == dMyDialog1) {
    cClarice.ChangeView(5);
    cClarice.SpeechView = 5;
  }
  gk_dialog.Start();
}



I dont see the error, soon I will start feels stupid...lol

#6
But  I'll have to create a room for each dialog?


I start try this way. I creat a room  and set 2 chars, after I creat the  DialogGui and set in in the general setting, but when i try

Code: AGS
function room_AfterFadeIn()
{
  if (dialogo == 1) {
  Dialog.Start(0);
  }
}


the follow error appears: Failed to save room room100.crm; details below
room100.asc(6): Error (line 6): must have an instance of the struct to access a non-static member.

This stuck me...
#7
So, i tested the Whole Screen mode, but it shows me each portrait at time and the portraits continues only apear after I chose a dialogue line to say to this character...

What i need:

http://www.mobygames.com/images/shots/l/9893-gabriel-knight-sins-of-the-fathers-dos-screenshot-gabriel-talking.gif
#8
Quote from: Crimson Wizard on Sun 02/12/2012 20:26:48
Quote from: Thumb_Sucker on Sun 02/12/2012 20:07:07
The case is I need a Sierra, Gabriel Knight, dialogue style system, the one with only the floating portraits and subtitles as opposed to the LucasArts system where you are kept in the common view of the game.
Have you tried setting Sierra-style dialogs in project General Settings?

General Settings -> Dialog -> Speech Style; set to "Sierra transparent" or "Sierra with background".

Yeah I did. On it's core it worked, I had the talk views (that I made into portraits) to appear and have their subtitles. But they are arranged poorly and the subtitles have colors and boxes that I don't want. And my BG can still be seen. But besides the looks (wich I'm certain there is a way to manipulate), the portrits only apear after I chose a dialogue line to say to this character. Want that upon clicking him I already end up on the Gabriel Knight screen.
#9
Hello fellow Adventures.

I'm in a real hurry here! I got this college project due to tomorrow (yep, I screwed up) and it is basically and Adventure Game. I'm quite familiar with AGS, had my runs, but never made a complex project or completed anything. So I'm not a real expert (beggner's help uh?).

The case is I need a Sierra, Gabriel Knight, dialogue style system, the one with only the floating portraits and subtitles as opposed to the LucasArts system where you are kept in the common view of the game.

I searched around the forum and only found people discussing steps further for it, people that already knew how to implement the system.
I recurred to the video tutorials, the ones about Sammy's Quest. They do delve into this matter, but their tutorial depends upon a script download (given in the video description) that is broken!
Does anyone happen to know other link for it? The original is in this video: http://www.youtube.com/watch?v=zZpRKs4rZQY&list=PL21DB402CB4DAEAEF&index=34&feature=plpp_video

Searching a little further into google, for AGS resources sites, I stumbled upon this page: http://americangirlscouts.org/agsresources/Templates.html
That happens to have what I'm searching for but for an outdated AGS version! (I still tried to adapt the code but had no luck).

I'm desperate people! Anyone please help this noob!
#10
I'm currently working on a game aimed at Portuguese speaking players (sorry, I don't know how to say that).  The thing is, I don't know how to use accentuation and some kinds of special characters like "é" and "ç". How do I implement them? Is it just a matter of defining a new font or does it need a patch or something?
#11
Quote from: Eric on Sun 29/07/2012 04:01:58
This is a situation where knowing the proper terminology helps immensely. The GUI you're looking for is called a "verbcoin." Try searching the forums for that, as I believe there are several templates.

Thank you Eric! It's funny, I made an extensive search on the web for the games GUI and mechanics but never stumbled upon "verbcoin", it makes perfect sense tho.

Quote from: Khris on Sun 29/07/2012 04:42:24
I guess the best interface for "non-gamers" is "click it -> something's gonna happen".
As in, left-click-> interact, right-click->examine (my favorite interface anyway ;))

There's no template for that yet, unfortunately. There will be though.

I agree on that. Simplicity at it's best! But thinking ahead now it seems this level of simplicity will make it difficult in some situations. Thanks for the tip anyway!
#12
I'm making a game, that more or less needs to attract the non-gamer. But I believe that the average person doesn't have patience for adventure games, so a I got to make a friendly GUI at the least. I'm open to suggestions but I actually don't aim it to be all the way attractive for everyone, just friendly enough so that whoever feels like playing doesn't quit it for not being used to Adventure games.

One way I though it would be cool is having my game to work with an interaction ring, the system used in Full Throttle or Curse of the Monkey Island. Like when clicking a ring-shaped GUI appears, it bares 3 to 4 icons of basic actions that are enough to solve all the challenges in the game, like "observe", "interact", "talk to". Upon this ring a second click on one icon determines the course of action to be done with the pointed object.
My question is: how to do such system? Have it already been done and posted somewhere in the forums?

I searched it in the forums and could only find aid to implement the antiquate Lucasarts GUI (the one with all the verbs at the botton), just the kind of iterface I think would bore the average person.

PS.: This is my first ever post (and I don't have forum experience outside AGS either), sorry if I posted at the wrong place.
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