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Messages - Artilleryman37

#1
ah that could be it. I used the blank template as im not actually making a game. im making an app that is used to build ship designs for another game. ill have a look into it. im sure ill figure it out itll just take me a while as i havent used ags in years.
#2
Yeah i thought that at first too but i tested it out on the ags demo game and the mouse works fine there.
#3
Hey guys,

i have a problem where im using a touch pad on a laptop and when i launch my game to test it i get a dialog box stating that i need a mouse to play and then there is no cursor once loaded. is there a way to get ags to recognise the touch pad as a mouse?
#4
Recruitment / Re: Music Needed
Wed 18/11/2015 13:52:26
what kind of music are you after and how many tracks?
#5
thanks for the replies.

its been a long time since i used ags and ive never used it very indepth.
getting back into it has had a steep learning curve.

i was aware that ags had keyboard movement support but wasnt sure how to implement it, having said that i tried out that module khris wrote and at first glace appears to be just what i was after.

ill have a play around with it in a while to see how it goes but it seems to be good for my use (sprint will be a handy feature i hadnt even considered.
#6
hi,

I have been able to get my character to walk with animation via the a(left) and d(right) buttons with:

global script:
function on_key_press(eKeyCode keycode)
{
  if (IsGamePaused()) keycode = 0; // game paused, so don't react to keypresses
 
  if (keycode == eKeyA) moveleft();
  if (keycode == eKeyD) moveright();

seperate script:
function moveleft() {
 
  cCharacter.Walk(cCharacter.x - 20, cCharacter.y, eNoBlock, eWalkableAreas);
 
  }
 
  function moveright() {
 
  cCharacter.Walk(cCharacter.x + 20, cCharacter.y, eNoBlock, eWalkableAreas);
 
  }


The problem im having is if the player tries to use the button again too early or holds the button for continuous movement it interupts the previous walk cycle causing the player to either "elastic band" back to their original position, move in small jerky movements, or just stand in one spot cycling through the walk cycle until you let go of the button.
#7
fixed
#8
hi all,
im having another error could someone pls help.

Code:

// new module script
function pistolshot() {
 
  object[1].SetPosition(cCharacter.x + 35, cCharacter.y + 58;
  object[1].Move(object[1].X + Room[1].Width, object[1].Y, 10, eNoBlock, eAnywhere);
 
}

error:

pistol.asc(-10): Runtime error: unexpected eof

code to use function(in global script:

function on_key_press(eKeyCode keycode)
{
  if (IsGamePaused()) keycode = 0; // game paused, so don't react to keypresses

  if (keycode == eKeyF) pistolshot();
 
}
#9
lol thankyou very much
#10
Advanced Technical Forum / parse error help
Fri 11/02/2011 02:42:29
hi, i'm currently working on a halo side scroller and i'm having trouble with a parse error. If you could explain why i'm getting this error or a different method to achieve my goal i would be greatfull.

Code:

function repeatedly_execute()
{
  if (cShield => 101) fixshield();
  if (cHealth => 101) fixhealth();
}

Error:

GlobalScript.asc(11): Error (line 11): Parse error in expr near 'cShield'


cShield is a global variable and if it goes over 100 i want the function fixshield to run.

same problem applies to cHealth but any answer should fix both.
Thanks
#11
2 bums and a 1 legged hooker with 14 nipples and a facial heameroid fighting over a wedge of cheese
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