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Messages - Abada

#1
Thanks for spotting the bug Visitor, I have uploaded a new version 1.1 that solves it and some other bugs I found with the GUI. There are probably a few bugs dotted around still.

No it is not a direct paintover, but I did use some inspiration from Guybrush mainly the feet animation and talking. I hope to make a completly unique set of characters for the next project.

egamer I understand your point of view, just depends what type of interface one likes. Yes in the Lucasart games it would allways go back to walk mode after an interaction. Also most of them had a crosshair instead of the graphic cursor. Horses for courses.

Thanks for the postitive feedback.
#2
Completed Game Announcements / Barn Dilemma
Sun 13/07/2008 00:11:56
Here is my first completed game. It is a short puzzle heavy escape the room style game. It has no music because I am no good at making music :(

It features a Lucasart interface that took me longer than I would like to think about to complete.

Please keep in mind this was origionaly designed as a technical experiment until I decided to make it into a full game.

The zip file comes with a readme with all required information.

Story

As a mage pupil you have recently brought on the wrath of your teacher by accidentally setting his lab on fire and nearly summoning a demon into the house. As punishment you are forced to stay inside a barn for a week with
only a bucket of water to survive from. Being an impatient student, you simply want to escape the weird place.

Download Here



#3
Hi

I am currently trying to implement a lucasart style interface. For the movement part I have been using the MI2 template 2.71 by Proskrito.

So far I have managed to get the character interacting with the hotspot/object after they have moved to the object. I can also intercept the movement and walk somewhere else or interact with another hotspot/object.

The problem is when I try to interact with an inventory item or a verb button. It simply refuses to accept any inventory/verb clicks, instead it simply turns the mouse cursor back to walk mode.

I have searched the forum and tried several things with no success, such as trying to get the inventory item into the active inventory then running the mouse interaction on it.

Here is the important part of the code I am using. I use the MoveP function in the room code.

Can anyone think of away around this or will I need to change the code to something completely different? I was wondering if it is because I do not have anykind of left or right mouse inv click code in there? I can not have (mouse.IsButtonDown(eMouseLeftInv)) but maybe there is somthing I can do like this that I have missed ?

Code: ags

function Move(int x,  int y,  int direction)
{
player.Walk(x, y, eNoBlock);

while (player.Moving && ((mouse.IsButtonDown(eMouseLeft)) || (mouse.IsButtonDown(eMouseRight)))) 
  {    
  Wait(1);
  mouse.Update();  
  }

while (player.Moving)
  {     
   if         (mouse.IsButtonDown(eMouseLeft))
              {
              return 0;
              }      
    else if (mouse.IsButtonDown(eMouseRight))
              {
              return 0;             
              }
    else 
              {
              Wait(1);
              mouse.Update();
              }
  }
  return 1; 
}

Code: ags

function MoveP(int x,  int y)
{
  return Move(x, y, 0);
}


So far the player has to double click to do an inventory interaction. this is not that bad I guess but it is not what I want.
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