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Messages - Alynn

#621
Advanced Technical Forum / Re:RestartGame ()
Sun 11/01/2004 15:03:56
Question just for my own personal curiosity, I know RestartGame() reinits vars in the global script (I use them for my game clock and it resets the clock) but does it reset the GlobalInts for SetGlobalInt and so on (I havn't gotten to a point where I need to use them, but I will for a couple of Dialog interactions, I just wan't to know so if they don't I can change those to setting the vars in the global script).
#622
Advanced Technical Forum / Re:Some questions
Fri 09/01/2004 21:51:04
For the each char has own font its possible, the hard way would be changing the font with SetSpeechFont(int font) for before whatever char speaks... the easier way is to set a global function

CharSpeak(int charID, string text){
 if (charID==0)
   SetSpeechFont(What you want here for char 0);
 }
 else if{
 // so on and so forth for all the other chars)
 }
 DisplaySpeech(charID, text);
}

put it in your header and there ya go...

for 2, you can use the speech settings in the editor, from what it looks like you want the Sierra style or the sierra with background options for speech (I'm not an expert, I personally like the speech over the head thing, but thats me)...

for 3 and 4 someone more qualified needs to answer those...
#623
Again beautiful work... now it makes more sense to me that that other crappy code I wrote went away...

* Alynn does the happy dance of LOVE.
#624
Question... Was it partiularly cold or did the machine spend any extended amount of time in the cold (don't count moving from inside to a warmed vehicle, but if it was in the warm vehicle for awhile then that does count)?

Scenerio.... Computer goes in moving vehicle, computer gets cold, computer moves indoors, computer has cold interior, computer plugged in, turned on, internals heat up, condensation is formed... and as we should all know, electical items and water don't mix... I've seen it happen a couple of times in the field (which is why we tell people to not turn on their computers until the heating system is put up in the tents and the machines have time to come to the right temp and the thread of frying the machine subsides)...

It's a reach, but it is possible.
#625
Scorpiorus, as they say in the Guiness Commercials

"BRILLIANT!"

It worked perfectly... It took me reading the script 2 times to wrap my head around what you did, but when it finally made sense I'm amazed... I gotta get better with this API (well maybe its more an ASI)...

That would have just never occured to me to walk it to the spot then process the click (which happens so fast that if there was an interaction the walk gets overrode)....

Damn... and I call myself a programmer... (well I'm paid to be one but I cant code AGS :()

Edit: Well I CAN, I just miss simple things like that :(
#626
The problem lies on other hotspots than those, when you click on them he does nothing. I would like the standard (Walk to the nearest coord to that spot) unless you guys thing that really wont bother too many people... So for every other hotspot, I would have to add a if (GetCursorMode()==0) MoveCharacter(so on and so forth), I'm trying to avoid that.

I'm just looking at that it may annoy some people that if they happen to be over a hotspot and click he wont walk and they will generally get annoyed with that... but if you guys think it's not going to make that much difference then I wont worry about it...
#627
Quote from: TK on Thu 08/01/2004 19:27:17
Have you tried:

function on_mouse_click(int 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==LEFT) {
if ((GetCursorMode()==0) && (GetHotspotAt(mouse.x, mouse.y) == 0)){
MoveCharacter(0, GetViewportX()+mouse.x, GetViewportY()+mouse.y);
}
else if (GetCursorMode()==0) {
MoveCharacter(0, GetViewportX()+mouse.x, GetViewportY()+mouse.y);
}

else {
ProcessClick(mouse.x, mouse.y, GetCursorMode());
}
}
else { // right-click, so cycle cursor
if ((character[0].room != 1) || (IsGUIOn(4)==1)){
SetNextCursorMode();
}
}
}

Unfortunitly, I have tried that, and it doesn't work because hotspots that do react to MODE_WALK wont fire with that code. For those of you that are unsure of what I mean, I have some hotspots that react to MODE_WALK mostly to do with rooms that have multiple floors. The reason for this is because it makes more sense to me to walk to the upper floor and not interact with the upper floor to move upstairs. The game is set to Don't automaticly move character, which is why I have the setup I do (otherwise it ignores the hotspot code that reacts to MODE_WALK). Here is one of the hotspots that reacts to walk mode (under any click on hotspot)

Code: ags

if (GetCursorMode()==0) {
    MoveCharacterBlocking(0, 210, 160, 0);
    MoveCharacterBlocking(0, 190, 160, 0);
    MoveCharacterBlocking(0, 75, 65, 1);
    FaceLocation(0, character[0].x, character[0].y + 10);
    DisableHotspot(1);
    EnableHotspot(2);
    SetWalkBehindBase(4, 40);
    upstairs = 1;
  }


This basicly moved the character to the correct location at the foot of the stairs then moves them up the stairs, after that moves the baseline for the second floor walkbehind so the character now appears to be walking on the floor, then disables the walk up hotspot, and enables the walk downstairs hotspot.

The only work around I see at this point is adding a if (GetCursorMode()==0) MoveCharacter(blahblahblah), which I would have to do for EVERY hotspot...

I'm beginning to think that probably I need to add it to unhandled event, but I didn't see anything that had to do with walk mode in unhandled event. The other though I thought of but haven't tried yet is setting the rooms that have hotspots that react to MODE_WALK have its own on mouse click funtion that has a ClaimEvent() function to it...

Any more thoughts?
#628
Besides, MacGyver can make anything out of anything, you could beat the game with only 2 or 3 inventory items...
#629
Beginners' Technical Questions / Process Click
Thu 08/01/2004 13:51:37
And here is my process_click
Code: ags

function on_mouse_click(int 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==LEFT) {
    if ((GetCursorMode()==0) && (GetHotspotAt(mouse.x, mouse.y) == 0)){
      MoveCharacter(0, GetViewportX()+mouse.x, GetViewportY()+mouse.y);
    }
    else {
      ProcessClick(mouse.x, mouse.y, GetCursorMode());
    }
  }
  else {   // right-click, so cycle cursor
    if ((character[0].room != 1) || (IsGUIOn(4)==1)){
      SetNextCursorMode();
    }
  }
}


The part I'm most concerned with is the button==LEFT code block The first part checks if it is in walk mode, that worked fine unless the hotspot reacted to walking (like walking between the upstairs and downstairs floors on a certain room). So, I added the second part which checks if the mouse is over a hotspot. The downside to doing it this way is by clicking walk on anything that is a hotspot and no interaction for it, it does nothing.

I've tried different ways, but nothing seems to give me the best of both worlds (unless I really want to add a moveCharacter command to EVERY hotspot, which I really don't want to).

Just putting this out there in case anyone else can think of something that I haven't already :)
#630
Well, this isn't exactly what you are looking for, but if your graphic editing software supports layers, for each object in the room, put it its seperate layer, this does a couple things, one you can make easy area masks because you know where everything is. To save just the background you can turn all the layers for objects then save the file as (Your favorite file type here)(At least that works with Graphics Gale) Be sure you have a second file that supports the layer data.

Then later for the objects themselves you just copy from the file with the layerdata and paste in a new file.

Hope that made sense... its 730 in the morning here, and I am out of coffee...
#631
Quote from: Pumaman on Thu 01/01/2004 22:29:22
but it's important to remember to seperate criticism of the government and its policies, from criticism of the people themselves.

That was the point I was trying to make.

Back to InCreator

Also, it isn't a monopoly if there are other places to be able to get a similar product. Now, I won't say I know everything about international economics, or local. But if people really didn't want it there, it wouldn't be there. Not sure what you mean about sleeping with one eye open.

As far as the hunting you down or whatever. I can speak of this. You act like the military (and in reality the government because thats the parent of the military) Putting security and all that stuff aside, if some drunk guy somehow got in with a bomb and blew something up ( and I can say that it's not an easy thing to do, expecially for any john q public off the street to do), after some investigations they would find it was some guy acting on his own.

You may hate the government for the decisions it makes, but blaming the people for the government is wrong, because it's not their fault. Yes we vote for them, but that doesn't mean that we agree with everything. And if they make enough decisions we don't like, they don't get reelected.

The same goes for the military, you may not like what they do but they are doing what the government says, and blaming an individual soldier is even worse, he is just doing his job.

Now, it's obvious that I am American, it may not be so obvious that I am in the military. I love my country, I've been to many places in my military career, and every time it makes me appreciate what I have compared to what they have. But saying "YOU AMERICANS ARE THE ROOT OF ALL EVIL" is a shot at me. And I reserve the right to defend myself.

Now, I believe I'm giving you thought out arguments, and I am in no way saying you are wrong, just stating my opinion is different than yours. If you are mad at mickyD's then you say mickyD's is the debbil, don't say the americans are.

The closest I want to come to world domination is 2 acres of land and a house.
#632
Just want to point out, that if a mcdonalds is there, that means someone sold that property to mcdonalds to buy it.

The fact that some of you think all americans love that crap are sadly mistaken, I really can't stand mcdonals.

Calling the large amount of mcdonalds all across the world is not americanation that is capitalism. start a shop, make money, open more shops, make more money, open more shops... and so on... Personally I think there are way too many... on a single stretch of road (31W is Kentucky) between 2 towns (approximately 10 miles/ 16KM) And there are no less than 3 of them... a bit farther down the road, probably not more than 2 miles (3.2KM) there is another Mickie D's... Personally, thats overkill...

so before you go blaming americans for an american based shop in your town, remember someone local had to sell them the land, the government would have to give them the permits (I'm sure everywhere there is building permits,or business permits and so on and so forth)... Ya see what I mean? It's not like they forced their way in there and set up shop.
#633
Man, red dwarf USA would rock... I guess I just have to find it once in awhile on PBS...

Still most favorite episode is where cat figures out that Lister is his "god"
#634
Quote from: Captain Mostly on Tue 30/12/2003 23:10:53
(is AGS a "product"?)

In the expression 3 * 4 = 12...

12 is a product.
#635
Advanced Technical Forum / Re:Midi lag
Tue 30/12/2003 19:23:17
No that's not it :(

I used my midi's I downloaded (forest gump theme, edward scissor hands theme, 20th centery fox theme) and they lag too :(... In fact the edward scissor hands one seems to speed up (which is comical but not in a good way)...

I even went into the properties and changed the midi player, lowered the resolution (even though the default is 320X240 I play it at 640X480, because the text looks better), Even turned off antialiasing on my scaling sprites, nothing works...

I'm out of ideas, I'll just deal with it for now, go back to doing artwork, I need to finish the opening... Hopefully it will rectify itself by the time it gets released.
#636
General Discussion / Re:Making music
Tue 30/12/2003 18:48:54
I've been using anvilstudio for about 2 years now. I like it.
If you cant figure out the url, you need to be shot.
#637
nod the interface completely had me confuddled at first, you may want to include a readme on how to use it next time, or maybe a popup on the gui itself (hurt, use, so on and so forth) Even though it appeared in the upper corner, it was a bit small for me to notice (In fact it wasn't until just before I finished the game that I realized that there was a label up there)

All in all pretty good, I just wish I had the patience to kick the dog 100 times then finish the game....
#638
I just can't believe this thread is still alive... I feel like putting something like that in all my programs, just to spite this guy...

Here is 50 cents, go buy a sense of humor.
#639
Personally I like 6. While the character himself may think it a regal hairstyle, but in reality it just looks silly, it can lend a bit of comic relief (I dont know how serious the game is, but even the most serious of games have a bit of comic relief).
Something about that huge knight when he is in his armor, then he takes off his helmet and you have this fruity hair style (comparitively). Plus it gives ammo for comments by the main char (and whoever else doesnt like the guy) on his personal appearance...

But I'm just one of those that likes a bit o comedy.
#640
General Discussion / Re:Need sum midi help
Mon 29/12/2003 19:38:37
have you checked your sound settings? Midi's are on a whole different channel than wavs and what not, the channel may be muted, or the volume turned off... check that first.
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