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Messages - Tyr

#1
Beginners' Technical Questions / Good guis?
Sat 26/12/2009 22:16:07
Can anyone recommend any gui modules that are worth checking out?
Ideally I'd like something which works just with two buttons ala broken sword- right button look, left button use/talk. But anything could is welcome for investigating.
#2
Quote from: dkh on Thu 03/12/2009 17:52:52
Well, it depends on the module. The Monkeys Island module simulates a different kind of GUI so that means you have to re-create that etc. so, yeah, it would be like starting over. Those are the kind of modules you want to pick before starting your game. Just like with your normal GUI. :D

But that's not true for all modules. The OtherRoom module for example doesn't touch your interfaces, characters etc. so you can add it in or take it away at any time. It just adds some functions/functionality that you wouldn't have without it in AGS, as Khris said. Note that I've never used it though.

So you can't change GUIs later?
I'm ultimatly wanting to use a broken sword like GUI but right now am just with the default one. I was planning on working the game out before doing the gui.


edit- dang, have to drop ags again. I've ruined my game by experimenting with changing the resolution <__<
#3
Strange, I must have been using it wrong last time.
I tried to use a monkey island interface module and it was like starting a game from scratch wit hthis interface.
Anyway.
Got it working now, ta, much easier to just have room object on (i really don't get the way globals are handled in ags). Hopefully I can actually get something done now, so many problems in this old game of mine...
#4
Dang, thats what I was afraid of.
A module sounds interesting but...I've already done quite a lot, I don't want to have to start again.
#5
I've been stuck on this one for months and can't figure it out (well...i was stuck on it when I went away and now I'm back am still stuck on it...similar thing).
I've got two rooms. In one I want the character to press a button and then in a completely different room a object appears.
I can handle this for a object appearing in the same room but I just can't figure out hhow to do it for a seperate room. Do I have to go through ssome sort of setting a global variable to true and checking it?
#6
Just to bump up as I've got computer access back but haven't figured it out.
#7
(sorry for hijacking Jock!)

I used:
http://img219.imageshack.us/img219/8884/sittingss.png
Is there a automated way to take all these or must you do the long drawing squares yet again then lining them up exactly right thing that I have had to do (With horrid effects)
#8
Quote from: Ishmael on Sun 16/08/2009 18:16:28
With grid import you can import a grid of sprites from one file -- That is, when they're lined up the the same bottomline and are even distance away from each other in the image, you just need to set the frame size, and use grid import to grab all the sprites at one go. It's really about placing your sprites in the image to get them in right.

So the only way is with drawing the shape?
That renders it all a bit pointless...and I'd imagine would lead to this problem (certainly when I've tried that I end up with horrid dancing sprites).
#9
Just how do you use that grid import thingy anyway? I never figured that out- best I got was a area where I had to draw a square on my image then press it where different sprites existed.
#10
Aha right thanks, so its like a header included in web pages...I get it.
#11
Aha, that works great, thanks.
I think the problem was that I had the knowdog and the export in the header. I guessed that was the main thing.

So.... the header is just there to carry stuff and actual functions should all be the main one?
#12
Quote from: monkey_05_06 on Mon 10/08/2009 23:08:07

Tyr, please, please, please...read. the. manual. BEFORE. asking.

I'm not trying to be rude here, but Khris already suggested taking a look in the manual which you claimed to have done.

All I'm saying is people will be more likely to help you if you at least put forth some effort.

Except I did look. I was looking for a good two hours in vein and only asked as a last resort.


Trying to figure it out now with the new information. Thanks.
The problem seems to be right at the end. Importing it to the global file bitches that its already defined but not already defining it makes the dialogue complain about it not being defined...hmm....
#13
Quote from: KhrisMUC on Mon 10/08/2009 19:53:41
Either remove the declaration and add the variable in the Global variables pane or add the necessary export/import lines.
And please show us your code.

I don't understand you. Export/import lines?



At the top of globalscript I have
bool knowdog;

In the dialog is this option:

@2
sam: he shep. he nice
  knowdog=true;
return


this will then be used when the player talks to shep with a if he knows his name or not.
#14
Yeah its tabbed in dialogue (other code above that works fine).
And its defined as bool in the main globalscript.asc

The error is undefined token
#15
character.animate it was indeed.  ;D

Something I'm unsure of in this- how would I have something carried over from a discussion?
There is a point where the player needs to ask the character a question to learn something.
I've got a global variable bool knowscode but trying to set knowscode=true in the discussion says it is undefined.
How do you pass variables between the discussions and globals and rooms?
#16
Quote from: KhrisMUC on Sat 08/08/2009 21:05:12
May I suggest reading the tutorial in the manual...?  :=
It wasn't there.
Its explanations of views doesn't go beyond walk directions which of course are automatic.



Character.animate, right. Right, I'll look in that direction.
#17
While I'm here to save creating a new thread (I'm really asking too much lately...total newbie);
How do you activate animations?

I've got a extra view created after the empty diagonal loops to use when I want the character to pick something up and then ultimatly I'll be wanting talking loops too.
How do you trigger these?
#18
Ah thanks. Works straight away.

I was trying all sorts of crap to do it - trying to pass booleans between dialog, global and local and all sorts of stuff. And it turns out to be a simple thing... I hate it when that happens.
#19
I've tried to find the answer for this everywhere but can't figure it out, dialog is just so damn hard.
I've got my dialog- the player asks another character if he can have something, the other character says yes and gives the player it.
Now. The problem is this item is also connected with a object in a certain room.

I can add the item to the inventory no problem however all attempts at making the object invisible fail drastically. I keep being told room1 is undefined and that sort of thing.
#20
For my game I'd like to use a Broken Sword style method of selecting conversation options-
i.e. rather than giving the player the written first line that will be said instead having little pictures of the topic in question which are then selected to prompt things.
Is this possible in AGS? If so how is it done?
The dialogue screen seems to be quite restricted in just having option texts.
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