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 - Ashen

#2861
game.sierra_inv_color
But, it only changes the inventory borders (the grey bit), not the black bit behind the items, which I think is what Plog wants.
I think you'll have to make a custom inventory GUI, and use a background image with the window drawn on in a different colour.
#2862
Hints & Tips / Re: Once upon a time in the 70s
Sun 19/09/2004 18:42:52
sunshinegold:
Strange, it works fine for me - I just downloaded and played it. The download was a bit slow in places, but that's probably because I had other downloads running.

Felipe Loreto:
If you're still stuck:
Spoiler
You need to get the record from the table on the right of the screen. Look at it first, so Freddy knows it's the right one.
[close]
If it still doesn't work, it might be a bug, unfortunately.
#2863
What's message 22?
Does it make any difference if you make that part of the dialog (in the entry option '@S')?
#2864
Sinitrena:
QuoteYou mean the compass riddle, don't you?
Yup, that's the one, and that was the way I tried to solve it, but it didn't seem to work for me untill I randomly hit buttons. Strangely, when I restarted the game (just to try that puzzle again) it worked fine.

Oh, and BorisZ:
Spoiler
Did you get the gravestone puzzle from the old Hitchhiker's Guide text game, or is it just a coincidence? (If you don't know which game I mean, it obviously is a concidence. Sorry)
[close]
The background music works fine, and fits nicely (so much so that I just had to load the game up to check if there was any!).
#2865
A bit of sense, or a bit more confused?
Anyway, the short answer is - depends what exactly you want to happen.

@2Ã,  // option 2
GUARD: No you have a perfectly good toilet in there. Now shut up, scum.
set-globalint 1 2
stop

Then, for example, in the toilet object (or hotspot) interaction:
Code: ags

if (GetGlobalInt (1) == 0) { //before speaking to guard
Ã,  Display ("I'm not using that unless I *really* have to.");
}
 
else if (GetGlobalInt (1) == 2 { //after speaking to guard
Ã,  Display ("Well, if I must.....");
Ã,  Display ("I can't, not with you watching.");
}


oh, and in my last post
QuoteThey have the benefit of being built into AGD
should have been
QuoteThey have the benefit of being built into AGS
, but I wasn't logged in and couldn't fix it.
#2866
cooler220:
Little hint:
Spoiler
You need to spell out the answer to the riddle using the pictures.
[close]

Bigger hint:
Spoiler
The answer is 'NIGHT'
[close]

Answer (only read if you have to):
Spoiler
Click: Needle (2nd picture, bottom row), Island (last picture, top row), Grass (middle picture, top row), Horse (4th picture, top row), Tower (4th picture, bottom row)
[close]

Good game so far, I've just gotten into the dungeon. I'm not totally sure how I got past the Dungeon riddle, though - I had an idea which didn't work, then I just randomly hit buttons and that did.
#2867
If it's something you're likely to need a lot, you could create a custom function. I think the LoseInventory command is equivalent to character[GetPlayerCharacter()].inv[item] -= 1;, so you'd just need something like:

Code: ags
function LoseInvAll (int item) {
  character[GetPlayerCharacter()].inv[item] = 0;
  UpdateInventory();
}
#2868
General Discussion / Re: Coins!
Sun 12/09/2004 18:30:17
Have you tried eBay?
Quick search got these auctions.

I don't know anything about coin collecting, but the ones I looked at don't look to be in as good condition as yours - e.g. details visible on shield and gown, although yours has a few more dints in.

So, based on that - anywhere betweenÃ,  $0.01 and $30, I guess.
#2869
AGS Games in Production / Re: CSI-game!
Sun 12/09/2004 15:57:37
I'm not just saying this to be a smart ass, but:
Who is 'Peterson'? Do you mean Grissom (played by William Peterson), or is it a new character? If it's a new character, you might want to change the sprite, as it looks a lot like Gris. If it is Grissom, however - well done, it looks just like him.
As TheHeggy said, unless these are really early screenies, you need a lot more detail in the backgrounds. Otherwise, it's an interesting style.
Good luck and don't be afraid to take your time developing a nice, detailed story for us. But not too long, as I want to play it.

EDITED EDIT:
ghostface: Yeah, I figured it was meant to be Grissom as well, but I remembered someone a few weeks ago saying they were starting a CSI game starring a new character, and couldn't remember if it was TomPel. I just looked it up, and it wasn't.
#2870
Do you mean like a zoomed-in image of the item? If so, the most obvious ways I can think of are:

1) Use CreateGraphicOverlay to show the image you want for a set time.
e.g.
Code: ags

int over1;
over1 = CreateGraphicOverlay(100,100,300,1); //Displays sprite 300 at co-ordinates 100, 100
Wait(200); // Waits about 5 seconds
RemoveOverlay(over1); // Removes image


A similar way would be to use RawDrawImage
Code: ags

RawSaveScreen (); // Store current screen
RawDrawImage ((100, 100, 300); //Displays sprite 300 at co-ordinates 100, 100
Wait(200); // Waits about 5 seconds
RawRestoreScreen (); // Removes image


2) Create a new GUI that appears on top of the Inventory, which shows the image you want, and use SetGUIBackgroundPic or SetButtonPic to set which item is displayed. This way is probably better than the first, as it would allow the player to decide how long it was displayed for. It would also make it possible to interact with the zoomed image (look more closely at details, open the box, etc.), but that would probably take a lot of scripting

3) Create a new room for each item, with the sprite either on the background, or as an object. This would let you play with the item, and would be easier than using a GUI. Might be a lot of new rooms, though.

There's probably a couple of other ways to do it, though. Hope this is some use anyway.
#2871
First question:
I have no idea what's wrong, that script works fine for me. How are you triggering the dialog?

Second question:
Was the main character facing forwards before he started talking? If so, try putting a FaceCharacter (BURGER, BC); before the dialog starts (I'm guessing BURGER is the main char, and BC is the one he's talking to). If you're using the interaction editor, you'll need to use the Character - Face location command, and type in BC's co-ordinates. You'll also need to have the sideways talking animation in the sideways loop of the view (i.e. set up the talking view up/left/right/down the same as the normal view).

Third question:
In scripting, you'd use, for example, character[BC].room = 5; to move the secondary character BC to room 5. The interaction editor has the Character - Move NPC to a different room command, which does the same thing.

Hope at least one of these is some use.
#2872
For a workaround, you could try:
Code: ags

// main global script file

function do_this(); {
  //somecode
  RunCharacterInteraction (BLANK, MODE_USE);
}

function do_that(); {
   //some code
   do_this();
}



then import do_that() as a global function (if it isn't already), create a dummy character (BLANK), and have do_that() in its USE interaction. Then, when you call either of them, itt'l start the loop.
Since do_that() is called from outside the global script, it doesn't matter where you put it, so long as it's after do_this().
#2873
Beginners' Technical Questions / Re: Wait(40);
Mon 30/08/2004 21:47:52
That's only by default though, isn't it? I mean if you change the game speed, you change the number of game loops per second (higher speeds = more loops).

As to why 40 was chosen as default - I think it was just the best frame rate for low-end machines, as higher speeds take more memory and so mightn't be playable, and lower speeds may look kind of choppy (according to the SetGameSpeed entry in the manual, anyway).
#2874
I think that's because of how Windows displays the Fonts folder. Try copying the font(s) you want to import to another folder, and open them in AGS from there. Also, right clicking on them and copy-pasting the file name might work.

I'm not totally sure about your second question, but maybe the 'Don't scale up fonts at 640x400' option on the General Settings page is what you want.
#2875
If you're using a placeholder object anyway, why not just use AreObjectsColliding?
Anyway, my manual entry for AreThingsOverlapping says "THING1 and THING2 can either be a CHARID, or can be an object number PLUS 1000/"
So:
Code: ags

AreThingsOverlapping (EGO, OBJ_ROCK + 1000);

Maybe?

What is the int is_overlapping line meant to do?
#2876
Advanced Technical Forum / Re: Saving
Sat 28/08/2004 16:10:39
A similar but slightly different approach would be to use the 'Room Properties' function in the editor, and create a NAME property in each room, which would save you from having to have a different if (save_value == x) ... for each room. Then something like:
Code: ags

string savename;
string savedate;
GetRoomPropertyText("NAME", savename); // passes the rooms name, set in the editor, to the savename string
StrFormat (savedate, " %d/%d", GetTime (4), GetTime(5)); // passes the date to the savedate string
StrCat (savename, savedate); // combines the two
SaveGameSlot (3, savename); // saves to slot 3


Or whatever works for your save GUI. This'll save to slot 3 with a name like 'Church 28/8'
#2877
Off the top of my head .....
A very basic template for this I made some time ago can be FOUND HERE (zip contains sample game, an AGS template file, and some really bad graphics).
A better and more recent version of something similar is releasethefrogs AGS Left and Right Click Open Source Template

A search of the forums for something like 'one cursor' might give you a few other options though.
#2878
Well, you could convert the wav to MP3 or OGG, or one of the supported file types, and use PlayMusic, and SetMusic Repeat.

If you really want / have to use wav, you could use PlaySoundEx and IsChannelPlaying, e.g.:

(in repeatedly execute)
if (IsChannelPlaying(3)==0)   PlaySoundEx(20, 3);

Alternatively, you could use PlayAmbientSound  -check manual for more details on how.

Hopefully one of these will work for you.


#2879
I suppose it disables the 'Walk' interaction because (obviously) there's no player character to move around the screen.

As for your other question, couple of suggestions:
1. Use the 'Use' interaction (e.g. 'Use Door' to exit a room)
2. Create a new mode on the 'Cursors' window of the editor, and use that as the 'Go To ...' interaction.
3. Search the forums - I'm sure this must've been asked before, and you may get some better ideas than these.

Hope this helps.
#2880
Like Ishmael, I'm a little lost as to where exactly your problem is, and also which way you're trying to do it anyway.

I've uploaded a small test game (just the AGS files to keep the size down) that shows the 3 basic ways I think you could be using:
http://www.2dadventure.com/ags/Change.zip

Have a look at it (sorry about the graphics, I put them together in about 5 mins), and see if it's any use.
SMF spam blocked by CleanTalk