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Messages - Goldsmith

#1
I'm using 1024x768 (320x200 for the game). I think it has something to do with the Geforce, though. Rednick and Janik: are your games in 16bit or 256 color?
#2
Same thing happens to me. If you really must test your game in fullscreen mode, run the executable from the "Compiled" folder.
#3
Is it a background image or a sprite?

I had the sprite problem a while ago, and looking at that sprite now, it seems that I solved it by checking the "remap colours to game palette" option when importing. This is a little strange, especially seeing how I needed my object's colour to match the background colours, and it would be more logical to lock it to the room's colours, but that's what the checkbox says, and who am I to argue with the checkbox  :)
#4
Barbarian's solution was the one I was looking for.

Of course, it remains to be seen whether or not that solution will conflict with the room's further development. If it does, I'll probably go for the region idea.
#5
Thought of that.
The problem with the hotspot suggestion is that I want to have other interactions with the chasm: looking at it, trying to talk to it, and later using an inventory item on it.
The problem with the region suggestion is that you'd actually have to be ON the chasm in order to see the message, so you'd probably fall down and by the time you could see it  :)

I realize that I could put a small region on the edge and have the message displayed there, but I wanted to know if there's an answer to my original question.
#6
Is it possible to make the walk cursor display a message after being used in a specific situation? Something like the look cursor for example.

Let's say we have the edge of a chasm in a room. The walkable area only extends to the edge. Whenever the character tries to "walk" to the chasm, I want a message displayed saying "You shouldn't try that" or something to that effect. I tried making the chasm a hotspot and then, using the interaction editor, I had it display a message for "any click on hotspot", under which I put a conditional - "cursor mode is 0" (0 being my walk cursor), but the message won't display that way.
#7
Beginners' Technical Questions / Re: dialogs
Mon 06/09/2004 01:44:05
Well, it does work with any integer, and I really don't see why it shouldn't be under 100.
#8
Tried with another room? Tried changing the cursor graphics?
#9
Have you tried playing in full screen?
#10
Well, if you used the "Empty Game" template instead of the "Default" one, it is possible that you don't actually have a cursor graphic defined.
Go to the "Cursors" tab and see if you have any cursor images loaded. If you do, start a new game using the default template, load the room in that game and see if you have a cursor there.

So, to solve this problem either draw some cursor graphics and import them in the "Cursors" tab, or use the default template.
#11
Well, lately I'm having trouble making both FaceCharacter and FaceLocation work. Using a FaceCharacter() + Wait(1) script in any interaction that involves one of the characters leaving the room in the end simply returns a "Character is not in the room" error when you test it. And FaceLocation just doesn't seem to be doing anythig if I use it with another command (it just executes the other command and doesn't make my character face a different location...
#12
That did the trick. Thanks.
#13
Hey, I'm pretty new to AGS, and I haven't had much time to scan the entire forums so I hope I'm not asking something that's been asked a thousand times before.

OK, so I'm using a room's interaction editor to have a character (scriptname INTRO) walk into the room when the player (EGO) enters it for the first time. After INTRO gets close enough to the player, he starts a multi-topic dialogue. Well, in the middle of the dialogue, I want INTRO to take a break and walk around a bit, and then carry on with the conversation. So, this is what I have in my dialog editor:

intro: You're badly drawn?!? Look at me!
run-script 1
intro: I'm just a badly animated stickman with red eyes!!!

This is what I have in my global script:

function dialog_request(int parameter) {
   Ã,  if (parameter == 1) {
MoveCharacter (INTRO, 140, 100);
MoveCharacter (INTRO, 140, 200);
MoveCharacter (INTRO, 140, 160);
   }
}

Unfortunately, I can't get the desired result from this command. INTRO just goes through the two lines without moving around first. I would've assumed that the problem is the room's interaction editor being on the same level as a room script (as is stated in the FAQ, no two scripts can be executed at the same time), if it weren't for the fact that if in the above dialog_request command I replace INTRO with EGO, EGO gladly walks around while INTRO finishes the dialogue.
The dialog_request is called for both characters (checked), but it only seems to work for EGO.

So, how can I do this properly?
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