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Messages - ilSilente

#1
about on_mouse_click function:
Code: ags

  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
  }

Here the script execution goes on even when the game is paused.

Try:
Code: ags

  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
     return;
  }


in SCUMM, some inventory items can be used directly (for instance: Use glass of water to drink the water). So, I suggest:
Code: ags

if (button == eMouseLeftInv)
{
	InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);

	if (item != null)
	{	
		if (cJustin.ActiveInventory == null)
		{
			// depending on the verb, we may want to run the interaction on this item
			if ((StrComp(verb, vGive) == 0) || ((StrComp(verb, vUse) == 0)
				&& (!item.isInteractionAvaiable(eModeIntecact))))
	                	cJustin.ActiveInventory = item;
				// Take the item only if the verb GIVE is selected, or if the verb USE is select AND there is no use for the item
			else
				item.RunInteraction(mouse.Mode);
		}
		else
		{
			item.RunInteraction(mouse.Mode);
	}

	StrCopy(verb,  vWalkto);
	mouse.Mode = eModeWalkto;
	cJustin.ActiveInventory = null;
}

I did nbot try to put it into AGS, so the syntax may be wrong. The check on isIntecactionAvaiable can also be extended to other modes (using isInteractionAvaiable(Mouse.mode)).

Again, I hate games where a non-interaction click reset the status (last 3 lines in the code above).
#3
Competitions & Activities / Re: August MAGS
Sat 06/08/2005 19:34:23
Hi to all.
I think this month's rules are very challenging. I tryed to make an entry, but tomorrow I will leave for holydays, meaning I can't finish the game.

Anyway, I don't want to thrash the work made (4 days), so here it is a little, short, one-room-one-puzzle game  :P: http://vuotospinto.altervista.org/dogescape.htm

See you when august ends :)

#4
You can have speech and animation at same time simply assigning a Talk View in the Character section of the editor. While the character is talking, the animation will play from begin to end and loop.

Lip sync is another feature, which allow you to set a specific frame when a specific letter is read. Think it's a seldomly used feature, anyway.
#5
You can also try using the Displace filter found in many painting program (like photoshop, obviously... look here: http://biorust.com/index.php?page=tutorial_detailutid=133 ).

Also, I found this:
http://www.chaosgods.de/ps_tutorials/english/old_map.shtml

You can find a lot of good tutorials here: http://www.good-tutorials.com/ and http://www.tutorialman.com/ (and of course googleing ;))
#6
Quote from: sameeralord on Wed 22/06/2005 07:35:31
I think that is a point you should appreciate.
We surely appreciate this :)
#7
General Discussion / Re: XVid video format?
Tue 21/06/2005 21:01:29
What's the problem exactly?
Anyway, xvid.org just provide codec's source. If you need the installation file, use the last stable Koepi build, here: http://www.koepi.org/xvid.shtml

#8
if the animation is blocking (i.e. the player can't do anything while the object is moving, just use tha wait function:

while ( the object hasn't reached the position ) {
  object[0].Move( put correct parameters here );
  wait( # of gamecycles );
}

where # of gamecycle is the time to wait before the next movement. Remeber that by default 1 second = 40 gamecycles. Look for the function Wait in the manual for further information.

--

If the animation is non-blocking, try this:

In global script:

Code: ags
int gamecycle = 0;

export gamecycle;


In global header:

Code: ags
import int gamecycle;


In your room's Repeatedly execute:

Code: ags

gamecycle++;
if (gamecycle == 40 && (object hasn't reached his position)) { // 1 movement per second
  object[0].Move( move the object by 1 pixel at time );
  gamecycle = 1;
  }
#9
Actually I was referring to another bug that occurs in EDITOR, not in the run-time engine.
It's a subtle bug, try this:

- Start using a 4-loops view as normal view for your character.
- Now delete the first (down) and last (up) loop from the view.
- For loop 0, check the "Run the next loop after this etc etc" option
- In the left tree, click "Characters"... here it is the error...
- Now, uncheck the "Run the next loop after this etc etc" option and go in "Characters"... the error again :(

How I solved:
- Uncheck the "Run the next loop" option
- Go to character and use another view as normal view for the character
- Switch the view to the previous one, now it works.
#10
@Gil:
The game runs correctly, but the editor give me error when i select the character in the "characters" entry in the tree on the left.
I'm using AGS 2.70.601
#11
WHAT? I'm quite sure it didn't work with AGS2.6 O_o O_o
Anyway, it works fine with 2.7 :D

--edit--
It works but when I open the "Characters" section in AGSEdit, an error message says: "The editor attemped to display sprite -1" etc etc. And it's right because loop 0 is empty; anyway the editor should prevent this error displaying the first frame of loop 1 (in fact, the editor just hang up now). :-\
#12
Spoiler
in the room with teleporter on icy planet there are some crates on the right. If I remember right, you have to use the kfife with those crates. Then you will see an hole in a crate. Look&Interactwith this hole and you get a granade.
[close]
#14
Hints & Tips / Re: Alien Rape Escape
Tue 14/06/2005 15:16:57
Hint: in windows explorer, double-click con file README.HTM :P
#15
Hints & Tips / Re: Alien Rape Escape
Tue 14/06/2005 13:18:11
There is a walkthrough on the author's website:
http://games.agagames.com/?game=are&walkthrough=1
#16
Mmm... in "General settings" you have to check the option "Handle inventory clicks in script", then you have to manually handle the inventory interactions.

Look in the manual the chapter Scripting -> Inventory item functions and properties -> RunInteraction (Inventory)

EDIT:
Also, check Reference -> Scripting event reference, and look for on_mouse_click(MouseButton button). You will discover eMouseLeftInv and eMouseRightInv...
#17
Hints & Tips / Re: The Devil's Shroud part 2
Sun 12/06/2005 22:34:16
Spoiler
You have to be in some place right on top of the vase, then use the pot with the vase. I remember that, when i was able to throw the pot, the big vase was rotated 90° clockwise.

    ____X         <- me
  _|                  <- stairs
_|          |
             |<8    <- the big vase. flowers are on the right, ground is vertical
[close]

Is that clear? Need a screenshot? :)
#18
Critics' Lounge / Re: MaFia Thug
Sun 12/06/2005 20:28:30
Quote from: Raider on Fri 27/05/2005 06:07:12Tony Visser
Visser really sound bad to me... what about something similiar like Vissano or Vissani? (it is a real italian surname)
#19
Great... the nightmare part is... astonishing! :)
#20
Hilarious :D
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