Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Arjunaz78

#61
No,i don't try it yet,but i try to use GKDialog style on my other games,but it's look's like the style that you just told me,so i need to make a custom char. sprite animation and assign to view option then set on char. SpeechView,right?

Is it i need to create or use the custom GUI's for this dialog style speech too?
#62
I still don't get it right..you say the different only the character animated portrait talk view right?but i still got the dialog speech/talkview display on entire char. although after i create a new game and set the default Dialog Speech style to SierraTransparent,instead i try to make a new game using Dialog Speech style to Sierra WithBackground option too but its still the same like Lucasart speech style,why?

Is it the Sierra speech style is the custom modules that i must edit before i can use for,or i must create a Sierra speech style custom GUI on New Text Window GUI option,before i can use the Sierra speech style?

Sorry to ask a noob Q here,but i'm new in the world of Game Maker,but i like the AGS Editor even i always got confusing bout the tools and the very complex scripting style language besides i don't have enough knowledge bout scripting,just only the noob AutoIt scripting..lol..

THX.
#63
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..
#64
Oh..that's mean it's for Sierra-style speech template only right?like King's Quest games right?sorry for confusing this,because i think i can make it when using Lucasarts adventure game template..well..thanks..  :)
#65
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
#66
I want to create a dark room effect and when the character switch on the light,it will bright the room otherwise when character switch off the light the room become dark or black screen effect..how can i make it?

i weak on scripting..i hope you all can guide me through it.

THX.
#67
THX pcj..i got success through that..thanks again..  :)
#68
How can i turn off a 'gPanel' GUIs on my game forever & nothing happen when i try hit ESC key (except for cutscene skipping 'StartCutscene(eSkipESCOnly);')? i've got a problem when editing the GlobalScript,besides i'm noob on scripting language editing..  :P
What i want is the 'gPanel' turn off or disable along with my games from start of the game until the end of the game,although i try hit ESC key..

Alternatively, i want too the 'gPanel' only appear/visible when i hit ESC key when the game start in first room but not when cutscene,intro,outro and game start interface..
#69
Yes..it's work on WMP..i can play through it,it's works too on VLC player & Media Player Classic..

Code: ags
function NGButton_OnClick(GUIControl *control, MouseButton button)
{
  aNEW2.Play();
  QGButton.Visible = false;
  LGButton.Visible = false;
  NGButton.Visible = false;
  ...
}


refferring to the above code, 'NGButton' is a my custom GUIs buttons that stand for 'NEW GAMES' option,and what i need is,when i click the 'NGButton',the other game GUIs menu will disappear & invisible & cannot be click whatever when it's disappear,only the 'NGButton' will trigger to the next event that i set on and after i click the 'NGButton' i need the 'NGButton' disappear/invisible itself,that's mean before the room change delay time about in 0.5 & 1 second (not 'Wait' function) when i click 'NGButton'.
#70
I've make a games using AGS Editor v3.2.1 but it seems having a problem when run a video cutscenes that i include on the game when i try to play on other PC that run with WinXP SP2 platform..
I've been try to run my games (compile game,not debug mode) on my laptop & pc that currently run with WinXP SP2 too,but the game run softly without having problem when video cutscenes event trigger in that game.
Meanwhile,the video i use are converted from .flv to .wmv format..
Below is the link of cutscene screenshot that i having a problem..

http://i.imgur.com/RdNPt.jpg
http://i.imgur.com/3bwvG.jpg

and this is the script code (in GlobalScript.asc) that i've using to trigger that cutscenes event..

Code: ags
function NGButton_OnClick(GUIControl *control, MouseButton button)
{
   aNEW2.Play();
    QGButton.Visible = false;
      LGButton.Visible = false;
        NGButton.Visible = false;
     
    cMalek.SayAt(110, 180, 100,  "PLEASE WAIT!!    ");
   Wait(40);
 PlayVideo("KL_Gangster_S.wmv", eVideoSkipEscKey, 1);

 cMalek.ChangeRoom (2, -110, 100);
    cMalek2.ChangeRoom (2, 330, 120);
   gStartGame.Visible = false;
       LGButton.Enabled = false;
        NGButton.Enabled = false;
}


I've double check the script code,but i don't find any problem,besides when i try running my other games that create with AGS Editor v3.2.1,i got no problem with the video cutscenes that includes on that games..only this games have a problem...why?is it their conflict with the video codec?a scripting style or just the PC that i use not support the video that i include on that games?do i missing something or do something wrong?

Oh..one more thing,a background picture that i use is not a room,it's a custom GUI's that i created together with 'Load Game','X', & 'New Game' buttons.
#71
Quote from: LeKhris on Sun 02/10/2011 18:04:51
It should be possible to catch the moment immediately after a dialog, usually they suspend repeatedly_execute so that could be used.
Then one uses a variable to run some code.

Code: ags
  RunAfterDialog(1);
  dDialog.Start();


RunAfterDialog simply sets a global variable to 1 and inside repeatedly_execute, code determines if the game just finished a dialog and calls AfterDialog(1);

Sorry for asking noob question..is it i can use a 'RunAfterDialog(1);' and then call another event or function like...

Code: ags
 function room_AfterFadeIn()
{
RunAfterDialog(1);
  cEgo.FollowCharacter(cEgo, 10, 97);
}


OR

Code: ags
 function Window_Look()
{
  RunAfterDialog(1);
    aBeach.Play();
      player.Walk(116,  165, eBlock);
        aBeach.Stop();
  Display ("It's just a window.");
}


Is it i must put and add something or i just miss something?
and how to use and set the code to be call the function from different script (Global script and Room Script)?
#72
Quote from: LeKhris on Sun 02/10/2011 11:54:19
The search isn't broken for me, it was fixed days ago.

And it won't help you that much anyway, but the post pcj linked you to contains a link to the full documentation: http://ssh.me.uk/moddoc/Credits

Thanks LeKhris for that link..i appreciated that..
Thanks again..  :)
#73
What about if i use the Lucasarts style template?can i use the same code too?or i still need to use the custom text function like densming show at densming's Youtube videos channel? (function ShowTextCentered) ??
#74
Yes...i've using the latest AGS Editor v3.2.1..well where i can find of using the 'scrolling TEXT' coding?because the forum site search seems broken to me,i can't normally using it now..
#75
I've download the agsCreditz 2.0 plugins from the Modules, Plugins and Technical FAQ thread,but i really don't understand how to using & put the code inside the script,besides i've no basic whatever on C,C++ or other programming language except a little 'AutoIt' basic scripting..

Besides the plugins 'help' menu/instruction no so helpful..where should i put it?on Global Script or Room Script?is it i need to create a custom Global Variable too?

Anyone can give me a sample with a little explaination will be helpful,instead of default value function that look to generally on plugins script help file look confusing to me.

Well..i know this plugins are more usefull to anyone that have an advanced knowledge & experience of programming language (ex.C,C++ & etc.) but i want (really want) to create a scrolling credits function on my games..but if anyone can suggest me alternate style or plugin to make it happen,it will more appreciated.

THX.

p.s - sorry for my bad English.  :P
#76
anyone have a full walkthrough,hint or FAQS about this games?i been looking for the age for this..i currently stuck when the screen blank and shoot the skunk-ape & then the old man with green hat die & then game ends..that's all??why?
#77
Quote from: LeKhris on Thu 29/09/2011 01:25:41
Please don't use imageshack, it's gotten horrible. imgur.com is way better and doesn't hold the direct link for ransom.

Also, if you post code, why not copy and paste it in between [code] tags? Much easier.

Without looking at your code, to start a New Game, just move the player character to the first room or intro room.
You can use a fullscreen GUI that pauses the game and simply close it.

To REstart the game, just call RestartGame();

Thanks for the suggestion LeKhris,i appreciate that,then from now on i stop using imageshack to upload it..besides imageshack will annoying with an ads popup.

Thanks again.
#78
I've create a custom GUI with image background like below,but i don't know if i missplaced the code or confuse to use the code normally that result as picture below,the GUI running but the button seem unvisible/non-clickable (see Load Game,New Game & X mark button) what's wrong?

i currently stuck too when need to put the 'new game' run scripts..i confuse where i must to put whether on room script or global script and don't know what the right syntax or code i must use to activate the function to create new game on starting room..besides the densming GUI tutorial on youtube doesn't help too much..

p.s - sorry if you confuse with my problem..because i can't speak perfect English :P







#79
Quote from: TomatosInTheHead on Fri 23/09/2011 09:50:26
I don't know if it's the best/only way to do it, but you can open the Game.agf file in a simple text editor and search for "Message ID="995"". These messages up to ID 999 are the built-in texts.
Make sure the game is not opened in AGS while you edit anything there (and of course, make sure you don't end up with a malformed XML file by deleting any closing tags or something).

i know i can create custom gRestartYN GUI with adjusted buttons restart & quit game like steptoe has been told,but i want to know how to edit the "Message ID="995"" custom display that include in Game.agf because i've been try to edit with "Message ID="quit already?"" but the editor give an error message as below..why??

#80
 AGS Editor 2.72


   AGS Editor 3.2.1


i've download a Gabriel Knight.agt dialog style template (GK Dialog) and edit then import the games folder from the old version of AGS Editor v2.72 to AGS Editor v3.2.1..

what the problem is..i don't know to put the code like i show it above..i know the script (code syntax) changed has been made on AGS editor v3.2.1,but i got some confusing when need to replace the old code with a new code..

originally on old code is set by

"ChangeCharacterView(Player,character[Player].talkview+1);"

both for 'Player' & 'talkto' actions..
but it seems error occured on AGS Editor v3.2.1 with display

"ChangeCharacterView:invalid view number specified" error,while no error occured on AGS Editor v.2.72.

Then i changed and replace the code with "player.ChangeView(1);" and then trying to play the code with the "player.SpeechView = 1;" but suddenly the npc character talk view,change without notice,different from the original ones,why?that i miss something or i got syntax conflict between the old syntax code & new syntax code from the different version of AGS Editor???
SMF spam blocked by CleanTalk