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Messages - Apocalyptic

#1
Create a new gui for the speech bubble. you could change the height of the bubble with a different sprite dependant on how much text there is to display. You could change the text of a label to get different text onto the screen.

The following won't work but will give you the right idea:
Code: ags

function cEgo_Interact() {
  Label.Text = "don't push me!";
  DynamicSprite* DynamicSprite.CreateFromExistingSprite(1); //The bubble with a height for one line of code
}


Alternatively you could use a new text widow gui
Edit: RickJ beat me to it but anyway
#2
Like the transparent idea thanks
#3
Quote from: NsMn on Sun 07/03/2010 10:03:55
I don't get it... what's so.... oh I get it! Yeah, right... That text IS WAY too much and small, nobody could read that!

U missed the point of this thread. I dont like creamsickles  :D

haha pedobear may have commissioned this ad

#4
to join rooms: at the end of cutscene script. say player.changeroom(room number, x, y); you can set the player to be outside the room. then he wont be in it. if you want the character to walk off the edge of a room to go to the next. the go to the room and under events select walks off edge the put the changeroom command in there.
see manual: http://www.americangirlscouts.org/agswiki/Character_functions_and_properties#Character.ChangeRoom

to choose starting room: under general setting you can look for start the room to start in option
#5


preschoolers anyone? What is the world coming to when creamsickles and little girls asses are being sold in the same advert?
#6
Critics' Lounge / Avatar under construction
Sun 07/03/2010 08:26:03
How can i improve my avatar? i need ideas for a background. I originally wanted to draw a cathedral, but it was too dark. I think for my avatar to stand out it needs a bright background.


this for example  :P
#7
This sounds like a classic side scroller? You could go this in AGS, but it would take a while. With a program like game maker or construct you could do it a lot quicker and it would be easier. For example to make a character experience gravity in construct its one click  :D
#8
thanks alot. maybe ill pay more attention to the manual next time:D
#9
Thanks.

Now I'm trying to create a function with a parameter to set a character. how would i do that?
i could always add a string to every character but is there not a better way?

Code: ags

function PassInv(string PlayersName) {
  if (player.ActiveInventory == iBook) {
    player.LoseInventory(iBook);
    character[PlayersName].AddInventory(iBook);
  }
  if (player.ActiveInventory == iJet) {
    player.LoseInventory(iJet);
    character[PlayersName].AddInventory(iJet);
  }
  if (player.ActiveInventory == iRope) {
    player.LoseInventory(iRope);
    character[PlayersName].AddInventory(iRope);
  }
  if (player.ActiveInventory == iMonkey) {
    player.LoseInventory(iMonkey);
    character[PlayersName].AddInventory(iMonkey);
  }
}
#10
I have searched the forums but i still have a problem. Im trying to get multiple playable characters in the same room and change between them by interacting with them. but its not working i cant change characters

Code: ags
function cEgo_Interact()
{
  if (player == cABC||cXYZ) cEgo.SetAsPlayer();
}

function cABC_Interact()
{
  if (player == XYZ) cABC.SetAsPlayer();
}


The first Function returns the error: Type mismatch: cannot convert 'int' to 'Character*'
The second function does not return an error but does not seem to work
I have also Character.ID. which does not return an error when i have multiple entries in the if statement, but the code still doesn't work in the game.
I'm also trying to set the right mouse click to the look interaction and the left to the interact interaction or use current inventory. But due to my limited knowledge of the ags scripting language no matter what i try whenever i use the left mouse button it always changes from inv to interact

Code: ags

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) { // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) { // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    if (player.ActiveInventory == null){
      mouse.Mode = eModeInteract;
      player.RunInteraction(eModeInteract);
    }
    else {
      mouse.Mode = eModeUseinv;
      player.RunInteraction(eModeUseinv);
    }
  }
  else if (button == eMouseRight) {
    mouse.Mode = eModeLookat;
    player.RunInteraction(eModeLookat);
  }
 }


In serious need of help  ???
#11
Too bad there were some entries no need to bother with mine any more
#12
Critics' Lounge / Re: Background c&c
Sat 15/11/2008 20:31:27
You're on the right track the increased amount of objects has helped to break the original bleakness the room had.

Heres a reference picture i made before your latest addition that might help you improve your perspective, but my internet provider was down up until now so i couldn't upload until now.

(Reserved for image Server still buggy)

hope it still helps

BTW if you ever need help with perspective in the future try getting blender it is a friggen awesome 3D app and a little stuffing around with it will help develop your sense of perception. I like your current atempt
#13
Critics' Lounge / Re: First impressions...
Tue 11/11/2008 23:29:58
 ;) TRY THIS  ;)



#14
Critics' Lounge / Re: Background c&c
Tue 11/11/2008 21:17:05
First of all you have serious talent

Areas in need of improvement:

Perspective:
  • The perspective of your horizon and the perspective of the objects in your room do not correlate.
  • Bring in a wall to one side or a roof to help even it off and enforce a greater sense of a 3D environment.
  • Your horizon is too flat
  • The golden ratio = 1.61803399 set this for how far the horizon should be from the bottom



    Depth:
  • Google for a tutorial on Shading a room
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