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Messages - xev

#1
Quote from: Khris on Fri 02/11/2018 10:14:20
Just move the cursor over a command and press F1, and the manual will open the documentation to the command's page.
Also, the names of the parameters are displayed as soon as you type the opening parens, with the current parameter highlighted in red on top.
I've always been terribly unobservant. All of this is so helpful, thank you so much.
#2
Quote from: Arcangel on Thu 01/11/2018 15:30:36
Try change DisplayAt (172,555,635 .....
DisplayAt(int x, int y, int width, string message, ...)

Thank you! Silly me, I thought the third parameter was for z, not width and I had trouble finding the documentation for DisplayAt. Problem solved, thank you so much.
#3
My game is in pre-development while I work on the custom GUIs.
Here, text is displayed when using "look" on an inventory item. 
Code: ags

function iScalpel_Look()
{
DisplayAt (172,555,525, "The scalpel's tempered steel is cold, the blood is still wet. You never did like sharp things.");
}

It displays in this black box...

The xy coordinates are perfect but the text is breaking to a new line too early.  In the above example, it could still fit "blood is" before breaking a line. I need some help to tell the engine when to break a line; not too early, not too late.  I should note that the gTextBorder GUI is using a blank 10x10 png for its border, with no background image.  The black box is part of the room's background. Any help would be greatly appreciated. Thanks! :)
#4
Thank you kindly. :)
#5
My apologies if this is supposed to be posted in General Discussion, I wasn't sure where to address this.
I see many people talking about the "Default Template", and I would like to try it out, however I downloaded the latest version of AGS last week and the Default template was not included.  Might someone be able to direct me to where I could download it? I did not see it included in the americangirlscouts templates page.
I appreciate any help.

For reference these templates were included in my download: 9-verb MI-style, Empty Game, LW_BASS_v2.0, Sierra-style, Verb Coin (i think).
#6
Quote from: Cassiebsg on Thu 18/10/2018 06:25:27
Open the textgui, then click the spots where the bluecup is displayed and assign you empty sprite.
Thank you so much, your suggestion was a very simple fix to my problem.  I assigned the GUI background sprite as a 20x20 transparent .png file and now everything looks great! ;-D
#7
I am using DisplayAt to draw text to a black area of a room's background.  I will be using this method often so I need someone to teach me how to remove the border.  Prior posts on the forum were not able to help me.

Here is what is being displayed, the white text is fine but the border has to go.


Here are the settings for the TextWindowGUI.


Here is the code that is displaying the text.
Code: ags

function hLook_MouseMove()
{
DisplayAt (175,525,525, "Look");
}


I saw someone say, "assign a blank 1x1 pixel sprite to all border images" but I don't know how (or where) to do this.
Any help would be appreciated.  Thank you for your time.
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