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Messages - Lurch

#1
oh yeah sure, will do as soon as my pc works again! i tried using wine on my wife's mac to take a couple screenshots but with no success.
#2
hi everyone!

i'm a total ags noob (also i can't program for s**t) but i wanted to try it and maybe learn some programming ropes while i was at it. a friend of mine told me ags is kinda similar to java, and i do want to learn java, so i hope this little thing i'm doing will be of help in my training.

the story is about four high schoolers playing in a punk band. they need to find some gigs and get people to listen to their music. maybe they can convince the dean to let them play at the school prom!

for now i just finished the first chapter, it's really really short but it took me like two months, ahah.
anyway, here it is:

http://www.mediafire.com/file/ee0liijzg2sd8q2/look+at+me.+look+at+my+face.+does+it+look+like+i+care+about+school.rar

the 8-bit soundtrack was made with this plugin: http://www.ymck.net/en/download/magical8bitplug/

as i said, i'm a complete newbie, but i'm also super enthusiastic about games and soundtracks and learning new things, so if anyone needs help with anything - music, writing, whatever - hit me up, i would love to collaborate with you!
#3
Quote from: Kumpel on Mon 12/02/2018 10:22:29
What about simply changing the room's background frame or putting an object in the size of the screen in front of everything? Wouldn't that suffice too? (Me trying to think practical...)

this one also seems like a smart solution that could've worked in my case. i'll try it out!
#4
Quote from: Crimson Wizard on Sun 11/02/2018 23:40:31
Hello.

Unfortunately AGS does not support changing rooms in the middle of a script function, only in the end.
So, the only solution is to split the script in parts (or dialogs - in this case).

1. Play the dialog part #1.
2. Change to "cutscene" room 9.
3. After finishing cutscene in room 9, change back to room 4.
3. Upon entering room 4, start dialog part #2.
4. and so on.

Since you revisit same rooms several times under different circumstances, you need to introduce a condition, that would tell you when you need to start a dialog and when not.

For example, you could create a global variable called "int InCutscene;" (or rather use more descriptive name, since you game may have many cutscenes).
In the first dialog you set it up:
Code: ags

@2
Characterone: blah blah blah
Charactertwo: blah blah
 InCutscene = 1; <--- set variable
 player.Changeroom(9); <-- that's the "cutscene" room
stop <---- end the dialog


In the room's 9 "After fade-in" event do:
Code: ags

// room 9
function room_AfterFadeIn()
{
    if (InCutscene == 1)
    {
        // play cutscene
        InCutscene = 2; // update variable
        player.Changeroom(4, 400, 400); <-- that's the previous room, the player is supposed to go back to where he was during the first part of the dialogue
    }
}


And in the room's 4 "After fade-in" event you launch the following part of the dialog:

Code: ags

// room 4
function room_AfterFadeIn()
{
    if (InCutscene == 2)
    {
        dDialogPart2.Start(); // launch second part of dialog
    }
    else
    {
        // something else
    }
}


it worked! thank you so much!

an int type variable works just fine, but it needs three values in order for the script to not repeat the second part of the dialogue everytime the character enters the room. a friend of mine suggested a boolean type variable, which makes it even simpler in my case.

room 9:

Code: ags

function room_AfterFadeIn()
{
       Wait(40);
        // play cutscene
        InCutscene = true;
        player.ChangeRoom(4, 484, 400, eDirectionRight);
}


room 4:

Code: ags

function room_AfterFadeIn()
{
    if (InCutscene)
      {
        dDialog4.Start(); // launch second part of dialog
          dDialog1.Start(); // launch second part of dialog
          InCutscene = false;
    }
}


dialog1:

Code: ags

Character: blah blah.
 player.ChangeRoom(9);
option-off 2
stop


and of course, the final part of the dialogue goes in a new ddialog. that's it!

thank you so much for your help!
#5
hi everyone, ags newbie here.

i tried reading the manual and browsing the forum but i couldn't found a solution to my problem, so i figured i'd ask directly.

what i'd like to do is "change room" while a dialogue is running. not at the beginning or at the end of a dialogue option, but in between.
the "room" is actually just a single picture. it's like a cutscene, but no animations or anything, just the pic.

i tried writing something like this in the dialogue script:

Code: ags

@2
Characterone: blah blah blah
Charactertwo: blah blah
 player.Changeroom(9); <-- that's the "cutscene" room
 Wait(35);
 player.Changeroom(4, 400, 400); <-- that's the previous room, the player is supposed to go back to where he was during the first part of the dialogue
Characterone: blah blah


unfortunately, that doesn't seem to work.

should i write a function in the global script or in the room script instead? i'm totally clueless right now. any help will be greatly appreciated!



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