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Messages - Akatosh

#1261
Quote from: Tuomas on Wed 11/04/2007 14:31:37
Quote from: Akatosh on Wed 11/04/2007 11:11:02
As long as it's NOT pirates, count me in.

what a splendid idea! My vote goes there.

Stop mis-quoting me. You're confusing people.
#1262
The Rumpus Room / Re: The MSPaint game
Wed 11/04/2007 14:27:19
Well then. Here you go!

#1263
The Rumpus Room / Re: The MSPaint game
Wed 11/04/2007 14:12:02
I edited it in MSPaint, yes. But if you WANT, I'll do an MS Paint version.
#1264
The Rumpus Room / Re: The MSPaint game
Wed 11/04/2007 13:00:04


Seriously, they are... at least, that's what I was told.

Next: Me being told that. (Sorry, couldn't think of anything good)
#1265
Critics' Lounge / Re: An idea of sorts.
Wed 11/04/2007 12:51:54
Someone seems to have read the Tiffany Ache (or whatever it's in the english version) triology! This could make a quite interesting game, especially the making-up of explanations... as long as it doesn't get insult swordfighting, of course.
#1266
As long as it's NOT pirates, count me in.
#1268
And, due to "Jan van Helsing" (not his real name, of course), the weather.
#1269
General Discussion / Re: Calling in Yahtzee
Wed 11/04/2007 10:50:45
Leave it to Uwe Boll. I'm pretty sure that 'Yahtzee Cult' would come to an end pretty much immediatly. ;)

But back to the Yahtzee discussion. Seriously, his games are quite good, but still not perfect. For example, that puzzle in 7DAS when you have to get rid of the captain - in a normal adventure game, we would have considered that a "design suicide" (after all, it's quite similar to the suit puzzle in Outbreak, which I don't think anyone but me knows), but HERE...
#1270
I think it looks simply awesome.
#1272
Whoops - a typo. I meant "above".
#1273
So I thought: if you script a dialog system for someone, you can copy it over to the Tech Forum, too.


Quote from: ciborium on Sun 08/04/2007 14:03:22
Can I make a topic list that can be added to and removed from throughout the game, where only those key-words bring up conversation topics?

My workaround would be:

* Put above game_start:
Code: ags

Character *cOtherguy;
//this creates a pointer we'll use later.


* Create the dialog dDialog with completly all options

* Put this in the dialog script:
Code: ags

@S
return
@1
run-script(1);
//if you want, you can put additional stuff here, e.g. stop (remove return then)
return 
@2
run-script(2);
//same here
return
//and so on, do this for every dialog topic.
//NOTE: create the options first, it will make the @S, @1, @2 and so on appear!
//also, remove the text behind //.


* Now create properties, as many as you have topics. They must be named 1, 2, 3, 4, 5 and so on. Create them as strings and set their respective properties to what you want that character to say about topic 1, 2, 3...

* Put this into dialog request:
Code: ags

String prop=String.Format("%d",parameter);
cOtherguy.Say(cOtherguy.GetProperty(prop));


//after that you can still use what dialog_request was intended for. for example, if option 6 gives you an item:

Code: ags

if (parameter==6) player.AddInventory(inventory[2]);


* Put the following interaction in "talk to character":

Code: ags

cOtherguy=Character.GetAtScreenXY(mouse.x, mouse.y);
dDialog.Start();


* If you want to turn options of that dialog on and off, just use the Dialog.SetOptionState command. It's described in the manual.

---

So, if you use it in your game, please give me credit  :=
#1274
Quote from: ciborium on Sun 08/04/2007 14:03:22
Is it possible to do Syberia style speech, where the character is animated in speech view, but the words appear in a box at the bottom of the screen, like subtitles?

Try something like cEgo.SayAt(0, 300, 200, "Message"); - it won't create a box and you'll probably have to fiddle around with the x and y co-ordinates a bit, but it should work.

Quote from: ciborium on Sun 08/04/2007 14:03:22
Also, can I make a topic list that can be added to and removed from throughout the game, where only those key-words bring up conversation topics?

Hm... my workaround would be:
* Put ABOVE game_start:
Code: ags

Character *cOtherguy;
//this creates a pointer we'll use later.


* Create the dialog dDialog with completly all options

* Put this in the dialog script:
Code: ags

@S
return
@1
run-script(1);
//if you want, you can put additional stuff here, e.g. stop (remove return then)
return 
@2
run-script(2);
//same here
return
//and so on, do this for every dialog topic.
//NOTE: create the options first, it will make the @S, @1, @2 and so on appear!
//also, remove the text behind //.


* Now create properties, as many as you have topics. They must be named 1, 2, 3, 4, 5 and so on. Create them as strings and set their respective properties to what you want that character to say about topic 1, 2, 3...

* Put this into dialog request:
Code: ags

String prop=String.Format("%d",parameter);
cOtherguy.Say(cOtherguy.GetProperty(prop));


//after that you can still use what dialog_request was intended for. for example, if option 6 gives you an item:

Code: ags

if (parameter==6) player.AddInventory(inventory[2]);


* Put the following interaction in "talk to character":

Code: ags

cOtherguy=Character.GetAtScreenXY(mouse.x, mouse.y);
dDialog.Start();


* If you want to turn options of that dialog on and off, just use the Dialog.SetOptionState command. It's described in the manual.

/EDIT: It's better that way.

/EDIT EDIT: If you use it in your game, please give me credit  :=

/EDIT EDIT EDIT: Dumb mistake fixed.
#1275
Critics' Lounge / Re: ambiance of this game ?
Sun 08/04/2007 16:12:23
Yeah... well... how about posting a little DETAIL so we can actually comment on something?
#1276
Yes, happened to me, too.

Spoiler

Use the book with the table and you'll be able to go on.
[close]

Edit by Andail: Fixed spoiler-code
#1277
Update bump. Also, reveal of the name of that strange green guy - Johnson Barabas. Y'know. Barabas.
#1278
Because some of the forum members don't like game announcements without screenshots:



Let's see if I'll be able to beat it!

/EDIT: Yep, I did. Quite a bit strange and not really logical at times... but still, not too bad.
#1279
Hints & Tips / Re: _Access HELP?
Sat 07/04/2007 14:46:06
Spoiler

Just look at it... the game will continue.
[close]
#1280
Probably. And looking how you seem to invest a lot of time in the translation, it probably won't even be screwed up as translations normally are!
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