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Messages - Arjunaz78

#21
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.
#22
How about if the room is the scrolling room? is that can conflict the game? I mean is that it will crash the game?
#23
Quote from: steptoe on Mon 05/12/2011 06:53:17
Any reason whyI'm getting:

olecplw.dll missing?



Look's like it's a some fatal error on your systems or maybe should i call it modified maliciously viruses..

see this for info & how to fix it..

http://www.registryfast.com/error-dll/olecplw.dll.html

http://www.exedlllibrary.com/dll-o/olecplw-dll.html
#24
YES..thanks..it's work but there is another problem..how can i set or determine an action that will activate the other event such as changeroom or open door using the color event action..what i want is when the player click or choose the right color sequence, it will activate the other event action..

For above example, i will using the tint color function event to determine an action..when the player has choose the other three of the lamp color..for example the oSLamp1 = green, oSLamp2 = red & oSLamp3 = blue..the window or secret door will open..how can i coding it? i actually knew with using else, if, else if and while operator..but i got confusing with this ones..

THX.
#25
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).
#26
Completed Game Announcements / Re: Venator
Tue 08/11/2011 06:51:17
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
#27
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
#28
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.
#29
It's seems you have a Blocking code..but i'm not sure what it is..maybe the "Wait();" code that cause this..

correct me if i'm wrong..
#30
Did you mean audio number or channel number?or ID number?
which one?
#31
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?

#32
Before i use this Module,i've already set the "Enforce new-style audio scripting system" to False. (i'm using the latest AGS engine v.3.2.1)

Well I set the normal music channel on my normal room script like below (audio part is a red one):

Code: ags
// room script file

function room_AfterFadeIn()
{
 gIconbar.Visible = false;
     gStatusline.Visible = false;
     
    AudioChannel *channel = [color=red]aHappy2.Play[color](eAudioPriorityNormal, eRepeat);
    channel.Volume = 80;
    
        int trans = object[2].Transparency;
 while (trans <100) {
   trans++;
   object[2].Transparency = trans;
   Wait(1);
   object[3].Transparency = trans;
   Wait(1);
}
   mouse.UseModeGraphic(eModePointer);
    gViewIntro.Visible = true;
     gSkipIntro.Visible = true;
}

function on_key_press (int keycode)
{
   if (keycode == eKeyTab)
    ClaimEvent();
    }



Notice that the 'gViewIntro' & 'gSkipIntro' is the custom normal GUIs & when their visible the custom GUIs button with 'Intro' & 'Start' text appear..

Then the 'SIButton' (refer to GlobalScript below) actually is 'Start' GUIs button under 'gSkipIntro' normal GUIs..


Code: ags
function SIButton_OnClick(GUIControl *control, MouseButton button)
 {
 if (button == eMouseRight) {
 return;
 }

aNEW1.Play();

  TweenChannelVolume(3.0, 1, 80, 0, eEaseInTween, eNoBlockTween);
 
 gStartGame.Visible = true;
 
  gSkipIntro.Visible = false;
   gViewIntro.Visible = false;
   
}


The 2nd room is actually the custom GUIs room that include the menu for option to 'start game' & 'load game' etc..then i try change the custom GUIs room scripts on GlobalScript.asc like above..what i want is the audio fade in when i click on the 'Start' GUIs button and then continue fade in when reach the 2nd room (or should i say custom 'GUIs room').

However i didn't change anything on my 2nd room (custom GUIs room) because it's on GlobalScript,besides i've already change & set the 'TweenChannelVolume' script function inside the other GUIs before ('SIButton' GUIs) and i think better not to make a 'doubling' or 'repeating the same function inside the GlobalScript.

In other words,it's finally not change anything & the music channel still continue playing without fade in..
#33
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.
#34
Yes..unfortunately it doesn't work when i'm try too..however the Tween Module as a great one module..but not when setup for tweening volume,it seems the module have requiring additional code..but i'm weak on C++ programming..so i don't know which code need to be added..
#35
Did you mean GUIs or Object?and why you need to copy/paste from Global script instead of room script?

for what i know..global script for whole your game action script,if you only want the effect just to your room only,just edit the room script instead of global script..don't just copy/paste the code,or you can finally facing a doubling same script/function or make conflict with room script & global script..

correct it if im wrong..
#36
Thanks mate..i will try it first..and i'll respond it ASAP..

THX.
#37
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;
}
#38
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
#39
Ten years??huh??  ;D

Actually i'm not open a new topic if i already found the correct one on forum search..bro.. :P

Besides the manual not helping me to much..

anyway..thx.
#40
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
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