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Topics - Arjunaz78

#1
I've create a room that actually a GUI room on my game start menu.
The menu including the 'setting' sub menu that represent,
the audio & game speed option (gSetting),
and for that 'setting' menu i set a custom gui that include
audio & game speed slider.

Unfortunately when i start the game on the very first room,
when i hit the tab that showing the default gPanel gui,
the audio & game speed slider on gPanel
not match the alternate audio & game speed custom gui
that i make at the game start menu.

In other word, the setting i make at the game start menu,
not save automatically,
because the audio & game speed slider
reset to max value (100) itself on gPanel (although i setup the slider
setup value on 50 at gui properties option)
at the first room when the game start.

below is the script that i use for custom
audio & game speed option menu

Code: ags
 
function SliderAV_OnChange(GUIControl *control)
{
 System.Volume = SliderAV.Value;
}

function SliderGS_OnChange(GUIControl *control)
{
 SetGameSpeed(sldSpeed.Value);
}

function ButtonCS_OnClick(GUIControl *control, MouseButton button)
{
 gSetting.Visible = false;
  ButtonNGM.Enabled = true;   // other menu on gui start menu
  ButtonLGM.Enabled = true;   // other menu on gui start menu
 ButtonEXT.Enabled = true;    // other menu on gui start menu
}


note:  SliderAV are the Audio slider option,
           SliderGS for Game Speed slider option,
           ButtonCS is a confirm setting button (OK button)
         

then below is the default Audio & Game Speed option on gPanel
(default setting on AGS Editor)

Code: ags


function sldAudio_OnChange(GUIControl *control)
{
  System.Volume = sldAudio.Value;
}

function sldSpeed_OnChange(GUIControl *control)
{
  SetGameSpeed(sldSpeed.Value);
}


That i miss something or i do a strange scripting?
besides i don't want to set a value on audio & game speed,
what i want is, the player can setup freely on audio & game speed
without a certain value at the game menu option & then the current setting
continues when the game start on first room,
without need to change/setting back the option.

p/s: sorry for my bad English.

THX.
#2
How can i make an auto save games function using AGS editor? what i want is the game autosave when player currently in certain room or certain important event trigger. I found that function comes usefull especially when a long play of games, instead of using manual save games menu.

THX.
#3
How can i disable the Back quote key (`) on keyboard  that can prevent the player/gamers to view the GUI/mouse click code/script & etc. when their press the (`) on pc keyboard?

I want to disabled it but can't find the right script/code to disabled it,besides i can't use the 'ClaimEvent ()' command & 'on_key_press' function through it because it's exlude from ASCII code table in AGS Manual

What i want is the same like the King's Quest 1,2 & 3 games remake by AGD Interactive that prevent/disable the user/gamers to view the code/script from a top of the games screen.

THX.
#4
I've search the thread about using textbox..

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35336.0

The only problem is,i cannot use a word or should i said alphabet that more than one lwhen using Append & Appendchar..

However i can use it if i use a single alphabet such as number ('1') or ('O') or ('u') & ('t')

I use the code as shown below..

Code: ags
function ButtonD1_OnClick(GUIControl *control, MouseButton button)
{
 ButtonD1.Animate(10, 0, 15, eOnce);
  TBDrawing.Text = TBDrawing.Text.Append('Out')
}


and try to use like this..

Code: ags
function ButtonD1_OnClick(GUIControl *control, MouseButton button)
{
 ButtonD1.Animate(10, 0, 15, eOnce);
  TBDrawing.Text = TBDrawing.Text.AppendChar('Out')
}


but the both of codes doesn't work at all..then i get..

GlobalScript.asc(749): Error (line 749): incorrectly terminated character constant


below is the graphic of that GUIs that i use..

http://imgur.com/6gwCU

Did i miss something or make a wrong way? or i can't use it together with .Animate code?

For your information,  'ButtonD1' is a custom GUIs Button at top right position of the picture and TBDrawing is a custom GUIs TextBox and i use the text parser too for that GUI's but the ('Out') word is not the one in text parser lib.
And i don't use Label GUIs instead of Button GUIs.
#5
I've create a game with no character in it. The game similar to/or like-Myst games that only can move using custom gui arrow key button on click (total 4 arrow button GUI's, including forward,backward,right and left direction).

The question is, can i use a different code to make a player move on all direction without put a long script to it, because it got messy & confusing to myself to edit it along with other and many different games room section,currently i've create total of 19 rooms that include some of arrow gui button on certain room and all of 4 arrow GUI's button on other certain room.

Below is a one of the function on that arrow GUI's button that i use it on GlobalScript.

Button4 is a left button direction.

Code: ags

function Button4_OnClick(GUIControl *control, MouseButton button)
{
    if (player.Room == 3) {
    
      player.ChangeRoom(5);
    }
 
    if (player.Room == 5) {
    
      player.ChangeRoom(4);
    }
 
    if (player.Room == 6) {
      
      player.ChangeRoom(7);
    }
    
    if (player.Room == 8) {
      
      player.ChangeRoom(11);
    }
    
    if (player.Room == 12) {
      
      player.ChangeRoom(7);
    }
}


That means i've to put full/bucket of code on whole function in it while i create a new room right?
That's why i want to know if i can use a different code style (maybe using ARRAY?? or Modules?? or custom Global Variables??) or just continue put the whole of code in it.

THX.

#6
I've currently making the remake of Silent Hill Mobile 2 version using AGS Editor, but i getting stuck when create a certain custom puzzle..i currently not much understand and got confuse with a 'rawdraw functions' too.

Firstly i've create a custom GUI's that include with custom background graphic like below with the red dot but without the red line draws..

IMAGE 1

Secondly..what i need is, i want draw the red line manually using mouse cursor..and the line can be draw from any of the red dot mark that will be sequence each other if connected, which means it can be a square line, random line , triangle line or etc. like below image..

IMAGE 2

how can i make it?

P/S: Sorry for my weaken English.

THX.
#7
I have create an object in the game room, and set a 5 object (standing lamp) on my room..and i use the tint code that can change the lamp color..
for activate it's,i just create a custom variable too,that determine the lamp click counting to force the color event function...

this is the code that i been use..

Code: ags
function SLamp1_Interact()
{
  aClick.Play();
  
    lamp_click++;
  
    if (lamp_click == 1) {
  oSLamp1.Tint(0, 250, 0, 30, 100);
}
 
 if (lamp_click >= 2) {
  oSLamp1.Tint(250, 0, 0, 30, 100);
 }
 
 if (lamp_click >= 3) {
   oSLamp1.Tint(0, 0, 250, 30, 100);
 }
}


The problem is how can i switch back to red color again after i click the blue color like below code? i mean after..

Code: ags
if (lamp_click >=3) {
 oSLamp1.Tint(0, 0, 250, 30, 100);
 }


What i want is the lamp_click int run in sequence that will switch back to start of lamp_click event. This will be look's like repeatedly executed function, but i don't know how to use it with this custom global variable, besides i don't think i can use the loops event ('while' statement).
#8
Advanced Technical Forum / Venator Game Crash
Tue 08/11/2011 04:15:17
Venator games crash when try to interact the window at the front house (the left one near the door)

Games link

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1493

Crash game photo

http://www.imagebam.com/image/718979158079661
#9
i just create a game without a character & 'walkto' icon has disable like 'Myst' adventure games..then i create a custom GUIs (arrow image with up,down,left & right icon) that represent the changeroom action.

my question is..

1- I just create another custom GUIs arrow too that represent a 4 direction action in a circle graphic..and what i want is when player click the start menu icon,i want to set a arrow style menu option GUIs that represent two different arrow cursor direction options..how?

2- How to set a code in GlobalScript..i don't know how to put the script on GlobalScript that player automatically use only one arrow style cursor all over the games & prevent to choose different arrow style cursor when in game,after their choose one of the two option (arrow style cursor) at start menu..this mean the player can use only one style from start to the end of the game.
#10
I just search the topic about using Telephone GUI in the forum search & found the right one that the Grundislav have post before

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18314.0

(it's almost than 7 years ago..huhu..) but it's for the old AGS editor,besides many of that old code has been obsolete since the new version of editor now..however i already download an old version of AGS Editor (v2.7.2) but i don't feel easy to use it besides i already feel that the latest one is more suite to me to use it plus it's  have a nice program interface.. :)

Well...what i want is the same that Grundislav told before in her topic thread,besides i got confuse when view the scorpiorus post on that thread with the starting code with wierd 'Ã,' letter? how can i coding the script on the new version of AGS..how come?

#11
Sorry if I ask a noob question here (i think..)  :P

If I use the custom Module and Plugin that other AGSers create in my games script,is it become conflict or block the other script?I mean for example if I use the AGS Tween Module.scm and AGS Magnifier_1.0.scm,is it becomes conflict with room script or global script?or I can put many of custom Module inside my games script as many as I want to use it?

How can I put the script if many of the script module have a similar or related to other script module?and where can I put the custom script module code?in global script or room script?

Sorry if I ask a noob question here,but I really got confuse when using this custom script module..  :P

THX.
#12
How to make a sound or music fade in/fade out when playing in games?
I just refer to manual but got confuse to making it happen..
Then I just try to create the custom global variable like the manual and put the code like the manual show it,but it still not work correctly..besides I don't know to place or use the right code insteads...

Code: ags
longWindedSound = aExplosion.Play();


later on, elsewhere in the script, you can change the volume by doing:

Code: ags
if (longWindedSound != null)
{
  longWindedSound.Volume = 20;
}


The problem is..how to make the sound volume fade in or fade out until the tones reach 0 or 100%
volume?

also,i try put the code like below..but it's seems conflict with custom GUIs that i create it in the custom room intros,the GUIs become freeze & unclickable for just 2-3 seconds..and the sound just stop without fade in..

Code: ags

if (longWindedSound != null)
{
  longWindedSound.Volume = 20;
wait(40)
  longWindedSound.Volume = 10;
wait(20)
  longWindedSound.Volume = 0;
}
#13
The games crash when try to using oil (oil can) inside the car..the message popup about a second & then crash up..

The error popup said:

(Global script line 102)
Error:DisplayMessage: Invalid message number to display


Game Page - Other Worlds

Games Crash Photo - CRASH GAME
#14
I want to know how to make a text display at bottom center screen when use 'mouse move over hotspot' like Ben Jordan games..

Ben Jordan
#15
I just put a sound FX to character Walk animation..

but I just wondering how to disable or stop the current sound FX trigger that i set when character stop walk and otherwise enable back when character start walk back.

THX.
#16
How can i create a second character and put in to other room?I mean for example i want a 2nd character to save her friend from prison,while the main character currently stuck in prison and cannot do anything..

And i want create a switch icon that player can click and then change the 2nd char as a main char. otherwise player can switch back to 1st char later..

I know i can use the;

Code: ags
cEgo.SetAsPlayer();


as the scripting code but i don't know how to put it on room scr. or global scr. besides i think i need to put another scripting code to it right?
and for the switch icon,can i create custom GUIs or i need to make it as Object?

THX.
#17
I want to create a game that include different or alternate game storyline when player choose or take action when different game situation/options in game trigger..how can i make it?

THX.
#18
I've follow the AGS Editor tutorial/guide about disabling right click mouse option at http://americangirlscouts.org/agswiki/ but i can't get through it because it's absolutely confusing me.Besides the wiki just guiding the old version of AGS Editor. (v2.7) instead of AGS Editor v3.2.1 that i currently using.

Basically i just create a game with the room that include the object and then the customise GUI's menu option interface like 'view intro' & 'start game' but i hardly to make the right click disable because the GUI's properties tool directly open the script on GlobalScript that i can't edit with 'claimevent' function,besides i already disabling the right click in other room,it's work perfectly,but howabout disabling it on GUI's unless it can't be done by using 'claimevent' on GlobalScript instead of room script?

I want too to make it's disable throughout the entire game too..but i only found just 1 function that include 'right click' on GlobalScript that i must to delete it (refer to http://americangirlscouts.org/agswiki/) well it's seems nothing happen even before & after i delete it..otherwise,how can i enable it back again after i disable it?

THX.
#19
I've got confuse when setting up the character X,Y positing on room,i don't know which one i must set up whether the character properties option,room option,scripting option or both or multiple of them,because i got confuse when changing the character properties on X,Y position because it will ignore the X,Y coordinate that i've been already set in room using Changeroom(int room,x,y) function..besides i already confusing with X,Y co-ordinate when setting up the bottom left to bottom right position & top left to top right position or otherwise..

Anyone can give me the trails or illustration of X,Y graph by graphical?

p.s - Sorry..I'm weak on maths,plus in scripting coding too..pal..
#20
Hello,hye..i want to know,how to make a dialog interface like Francisco Gonzalez use on her games (Ben Jordan series)?

Is it he use a custom module?besides i successful create a custom dialog using GKDialog module but i want to make like Ben Jordan series dialog interface like picture below (character image on left side while the text dialog on the right side).
How can i make it?

http://agsezine.files.wordpress.com/2007/07/bj1.gif

http://indieflux.com/wp-content/uploads/WLW/BenJordanCase3Somethingwitchythiswaycome_6C8F/BenJordan3SS03.png
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