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Messages - Adrian

#81
Quote from: Darkdan on Sun 25/09/2011 22:32:00
The motorized mutant goldfish suit introduced by Sam, his "not too happy" test driver.



Hehe...! Very good one! Decision will be very hard next week! :-)
#82
Unfortunately I had no access to the forums over the weekend, so I couldn't see what kinds of comments were posted here that are now deleted, but it seems that some affronts or insults were uttered.
I'm sure that this was based on missunderstanding rather than wickedness. Still I hope not to see such things in these forums again. I always was very amazed about the kindness and respect in which people communicate with each other in the AGS forums compared to others.
As Tabata said, this is all about fun here and so is the general tone, especially in fun forums like competitions. I personally couldn't see any insults in Tabatas comments but of course this depends on the point of view.
All I want to say: Be kind and have fun! :-D
#83
Quote from: Jackpumpkinhead on Thu 22/09/2011 21:30:00
i guess it would help if i read the topic instead of just drawing  :-[
though i guess you could ride a sleeping gnome???

You could bring forward the argument that this is a magic gnome who has the power of flying you across the seven sees while he's asleep. Or... make another one. :-D
#84
As Khris already mentioned, please check the manual:
http://www.adventuregamestudio.co.uk/manual/SetBackgroundFrame.htm

In room before fade in you set the Frame to 0, as you already did:

SetBackgroundFrame(0);

Then in function hHotspot2_Look() you set the background rotation back to normal behaviour by passing the frame as -1:

SetBackgroundFrame(-1);
#85
Quote from: steptoe on Wed 21/09/2011 20:13:11
Hi Adrian

after correcting a few errors of your code it still does not work as it should..

I shall persevere.


Oh yeah, sorry for the mistakes about say instead of Say and the messy indenting ect.

The thing is when you have only two options left and you choose one of them, the last one will be triggered automatically every time. This is normal behaviour and I don't know if there's a way to change that.


#86
In dialog system the problem is that you can't mix regular scripting comands and dialog syntax within curly braces. Try this instead:

Code: ags

@3
  if (player.HasInventory(iskunk))  
  {
    cRichy.say("I've got some skunk.");
    cChris.say("I have some skunk already.");
  }
  else 
  {
    cChris.say("Can I have some?");
    cRichy.say("What for? I've only an ounce left!");
    cChris,say("I have an idea.");
    cRichy,say("Ok but you owe me Del.");
    cChris.say("Cheers mate");
    cRichy.say("Yeh");
    cChris.AddInventory(iskunk);
  }
option-off 3
return

#87
Here's the shape:



The topic: Create a vehicle to carry your adventure game hero across the water.

Although the shape looks a bit like a boat, it isn't a boat!! You can draw any kind of vehicle but a simple boat or ship is not enough. Vehicles can contain or consist of metal, mashines, wood, organic material, animals or anything you can imagine, there are no creative limits.

You can rotate the image as needed, but retain the original shape (outline can be recolored as part of the image).

The deadline is October 04, 2011.

The trophy:


Aaaaaand go!

#88
Quote from: NickyNyce on Tue 20/09/2011 17:23:46
Is Adrian aware he needs to host the next competition ?

Yes, I know. :-)
The next competition is coming up soon.

EDIT: Here it is:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44476.0

#89
"ShowTextCentered" is a simple function densming created in one of his videos to center Text on the screen:

http://www.youtube.com/watch?v=79yTq3BQo14

Code: ags

Overlay *textOverlay;

function ShowTextCentered(String text) {
	int centerX, centerY;
	int textWidth, textHeight;
	int x, y;

	centerX = System.ViewportWidth / 2;
	centerY = System.ViewportHeight / 2;

	textWidth = GetTextWidth(text, Game.NormalFont);
	textHeight = GetTextHeight(text, Game.NormalFont, textWidth);

	x = centerX – (textWidth / 2);
	y = centerY – (textHight / 2);

	textOverlay = Overlay.CreateTextual(x, y, textWidth + 7, Game.NormalFont, 7, text);
}




@Arjunaz78: This function is handy if you want to place a centered TextOverlay in the screen but you shouldn't use it in general to put text on screen by playing around with the values for position. Better use Khris' and monkey's hints to do it. That's more straight forward.

@monkey: Funny you ask about the function because you helped densming creating it :-) :

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35731.0


#90
Thanks a lot !!!!! :-D
#91
Easy one :-)

Idea - zyndikate
Atmosphere - zyndikate
Design - zyndikate
Composition - zyndikate
Functionality - zyndikate
Technique - zyndikate

Sorry, gameboy. Yours is still awesome.
I hope there will be more people participating next time.
#92
I'm really bad at painting but here's my entry:


#93
I know, this is sort of crappy, but I liked the idea about apollonian gaskets, so I quickly made this. Probably not quite hit the topic, but anyway. :-)
#94
Expand the "Characters" node in the project tree.

Double click on your player character's name.

You'll find the properties available in the property grid.
The property "StartingRoom" sets which room number the character starts off in at the beginning of the game.

When you change the value from 1 to 8, your game will start in Room 8.

EDIT: Sorry, didn't notice Khris already answered.
#95
In my case that problem comes up only in debug mode (using Win7) after hitting Ctrl + S (to get all the inventory, I think). Esc will be blocked then.
#96
barefoot, yes, I thought of managing it with some regions to alter the volume. That would have been my second choice  ;)
Khris, thanks a lot! That's exactely what I was looking for!
#97
Hi everyone,

sorry for bothering with this, but it's just a short simple question:

With the new audio system of AGS the PlayAmbientSound command is gone. Is there any substitute for the coordinates to be set within that command, which set the point where the ambient sound's volume is at maximum, depending on where the player character is?

I've searched the forums but found nothing like that.

Thanks!
#98
YES, THAT'S IT !!! Works perfectly, now!
Thank you very much, I would never have come there by myself!  :D

EDIT:
These antialiased lines look so sexy...!  ;D
#99
Wow, this looks complicated...

"Error: Floating point devide by zero" in DrawAntialiased.asc line 84:

Code: ags
(...)

[b]float gradient = dy / dx;[/b]

(...)


Edit:
my coordinates:
x1 = 88; y1 = 65;
x2 = 140; y2 = 15

in a 320x200 room.
#100
No, sorry, doesn't work. I'm still getting the same error message.
But never mind. I'm going to do this with rawdrawline, like here:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25664.0

It won't be antialiased, but that's ok.

Thank you very much for your time and help!!!
bye
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