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Messages - Ashen

#2941
Critics' Lounge / Re: C+C Bat Animation
Fri 09/07/2004 20:19:39
I think there would be a bit of movement to the body (e.g. when the wings start to pull back), but a lot less than there is now. However, I think it'd be difficult to include it, and make it look smooth, in a sprite this size. It probably wouldn't be needed in-game, if the character is going to be moving about anyway.
Also, the way it bobs at the moment makes it look more like a front view than a top view, to me at least. Looking good, though, is it for that RPG you were working on a while ago?
#2942
Critics' Lounge / Re: C+C Bat Animation
Fri 09/07/2004 19:44:10
My attempt (500%):


and the frames, if you want 'em
#2943
So, what's the question? How to post images?
I don't think this is the right forum (it's not an AGS question), but

Code: ags

[img]http://somesite/image.gif[/img]


So, for example:
Code: ags

[img]http://www.2dadventure.com/ags/blank.GIF[/img]


gives you:
#2944
General Discussion / Re: blender 3d program
Fri 09/07/2004 14:45:42
Do a search for Blender, it's been mentioned quite a few times.
Notably, here:
http://www.agsforums.com/yabb/index.php?topic=13547.0
#2945
Advanced Technical Forum / Re: Gui Labels
Fri 09/07/2004 00:43:53
It all needs to be in rep_ex, for some reason:

function room_e() {
// script for room: Repeatedly execute
Ã,  string HPDISP;
Ã,  StrFormat (HPDISP, "%d", HP);
Ã,  SetLabelText(4, 0, HPDISP);Ã, 
}

It doesn't like strings or int declared in other functions. I guess HP is a globally declared int?
#2946
Critics' Lounge / Re: C&C on new Darksiders BG
Fri 09/07/2004 00:11:05
The original was going to be by Clueless3, but never got finished. These are just remade backgrounds. Very nice ones at that.
#2947
Advanced Technical Forum / Re: Gui Labels
Fri 09/07/2004 00:06:47
I think you have to use SetLabelText to display your own variables. If it's an int, you'll need StrFormat as well.
#2948
QuoteIf I use hotspots only, will I have to use "Player stands on hotspot"?
No, just put the 'New Room' command in the  'Interact with hotspot' section. The problem with that, however, is that it won't work when the player walks in to the hut by themselves (in the case of room 4, hotspot 5 "Halle der Schmiede").

Having thought about it, though, if you leave the region as it is, add the interaction to the hotspot, and just move the walk-to point off the region, it should work both ways - walking into the hut will trigger the region-based room change, interacting with it will trigger the hotspot. The same would work with the doorway in room 10, just set the hotspot's walk-to point to be outside of the region.

Does that make sense? I don't know if I explained very well. If not, let me know, or maybe someone else can put it better.
#2949
Or, try adding a Stop Moving command to the region interaction, e.g.

(Room 4, region 3)
Player walks onto region
    Character - Stop character walking (EGO)
    Player - Go to a different room (at specific co-ordinates)(10, 290, 130)

For some reason, I get a glitch where the character is in the middle of the room for a second, but it doesn't crash. The only other way I've got it to work properly is by using either hotspots or regions, not the combination you're using. Hope this is some help.
#2950
It's OK, the hard bit's behind you now. ;) You just need to

Change the on_key_press section to this:

function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  GUIOn(7);   // Ctrl-Q
  if (keycode==363) {
      ListBoxSaveGameList(9,1);
      GUIOn (9); 
    }  // F5 Save GUI
  if (keycode==365) {
      ListBoxSaveGameList(8,0);
      GUIOn (8);
    }  // F7 Load GUI
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   InventoryScreen();  // Tab, show inventory
  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}


And change the interface_click section to this:

function interface_click(int interface, int button) {
////////////////////////////////////////////////
// Inventory-GUI                              //
////////////////////////////////////////////////

  if (interface == 3) {
    if (button == 0) {     
      InterfaceOff(3);
      SetDefaultCursor();
    }
    if (button == 1) {     
      InterfaceOff(3);
      SetDefaultCursor();
    }
    if (button == 2) {     
      InterfaceOff(3);
      SetDefaultCursor();
    }   
  }

  if (interface == 7) { // if Quit interface
    if (button == 0) { // if Quit button
      QuitGame(0);
    }
    if (button == 1) { // if Play button
      GUIOff(7);
    }
  } // end Quit GUI

  if (interface==8) { // if Restore interface
    string text;
    int index;
    if (button==1) {// if cancel is pressed
      GUIOff(8); // Close interface
    }

    else {
     index=ListBoxGetSelected(8,0); // else get the selected game
     RestoreGameSlot(savegameindex[index]);
    } // restore the game
  } // end Load GUI

  if (interface==9) { // if save interface
    string text;
    int index;
    if (button==0) { // if enter is pressed
      index=ListBoxGetNumItems(9,3);  // Count saved games
      if (index<20) { // if less than 20
        GetTextBoxText(9,0,text); // Get the typed text
        GUIOff(9); // Close interface
        SaveGameSlot(index+1,text);
      } // Save game (text as description)

      else { // if saved games are 20
        index=ListBoxGetSelected(9,3); // Get the selected save game
        GetTextBoxText(9,0,text); // Get the typed text
        InterfaceOff(9); // Close the interface
        SaveGameSlot(savegameindex[index],text);
      } // Overwrite the selected game
    }
  if (button==2) GUIOff(9); // if cancel is pressed close interface
  } // end Save GUI
}

Just paste this code over everything in those sections (except the lines that say // DO NOT EDIT OR REMOVE THIS LINE), I've left the Verb Coin scripting alone. Hopefully, it should now be working properly, and in the right game. :P
#2951
Can't see anything wrong with that, apart from checking the obvious stuff:

1. Since you were tired, you didn't acccidentally put this bit in, did you?
  if (interface == 3) {
  // Quit Gui interactions
  } // end Quit GUI

That was just to show where the Quit GUI code goes.

2. Is the GUI called QUITGUI?

3. Are the buttons set to 'Run Script'?

4. Check the QUITGUI script isn't nestled in another GUIs script.

Probably nothing you haven't already checked, unfortunately.
#2952
What's the problem? Is the GUI not showing up at all, or is it just that the buttons aren't working? Either way, post the code.
#2953
http://www.geocities.com/whoismonkey/merck.htm

Two versions - with and without coat, as I wasn't very happy with the way it turned out. I've gone for a kind of smart-casual look. What do you think?

I've also done a bit of work around the eyes, and added a little grey to his hair - reading his backstory, I thought he looked a bit young as is.
#2954
I kind of agree with Sutebi.
There's no real need to stress from the start that this is a bad town (although a lot of people will know anyway, having read this tread), but maybe just let it bubble under the surface for a while, and 'reveal' the history in a later game. Maybe it's just that I like the idea of thigs not being quite what they seem.
#2955
Sorry to dig this thread up again, but I've got a related question:
Is it O.K. to modify the graphics in the Instagame pack (e.g. recolour characters, add new bits to the backgrounds, etc), or should I just get on with making my own from scratch?

Like a lot of people, I guess, I dl'd the package when I first started using AGS, so I'd have some pre-done stuff to play with. Also like a plot of people though, I stopped using it when I realised the graphics wouldn't fit into the High Res, Mega Colour, 1,500 room, BEST AGS GAME EVAH!!!1!!!11 I had planned. Now I'm a little more experienced, I've decided to use it again, just to get something made. I would like it if the characters had up/down walkcycles, though. And, as has been said in a bunch of posts, different themes of packs would be nice, and although I can see why you wouldn't want to bother if you didn't think they'd be used, if you make them, they will get used.
#2956
I liked it too!
I was just waiting until I found the secret room to post. Now I have, kinda. Will PM you with details.

Nice start, as Mephistophilis said. Bit too linear at the moment, but then it IS only the first 10 rooms. Also, it seemed like the speech was in the wrong place in the intro - I had the impression Jeremy was meant to be in the ship, but he was talking somewhere off to the side.
#2957
Hints & Tips / Re: Ben Jordan - Case 2
Tue 06/07/2004 00:31:56
sunshinegold:
You don't need to open the bottle.
Spoiler
Have you got the Black Pearl? Have George distract the ghost, then take one. Grind it up in the mortar and pestle, then use the pearl fragments on the bottle to create a spirit box. Then use the spirit box on the ghost.
[close]
#2958
Hints & Tips / Re: No-Action Jackson
Mon 05/07/2004 21:38:20
#2959
Global messages 984 - 996 contain most of the default messages like that. Have a look there, and see which ones you need to change.

If you copy and paste the game folder in Windows Explorer, you'll have a second version of your game, which you can change the language of.

Hope this helps.
#2960
Make sure all the
GetTextBoxText();
ListBoxGetSelected();
ListBoxGetNumItems();

refer to the right things. Currently it assumes
Load GUI Object 0 is a List Box
Save GUI Object 0 is a Text Box
Save GUI Object 3 is a List Box

Also, you need to replace the lines:
Ã,  if (keycode==363) GUIOn(5);Ã,  Ã, // F5 Save GUI
Ã,  if (keycode==365) GUIOn(4);Ã,  // F7 Load GUI

with:
Ã,  if (keycode==363) {
Ã,  Ã,  Ã,  ListBoxSaveGameList(5,1);
Ã,  Ã,  Ã,  GUIOn (5);Ã, 
Ã,  Ã,  }  // F5 Save GUI
Ã,  if (keycode==365) {
Ã,  Ã,  Ã,  ListBoxSaveGameList(4,0);
Ã,  Ã,  Ã,  GUIOn (4);Ã, 
Ã,  Ã,  }Ã,  // F7 Load GUI

Sorry, should've noticed that earlier. This is how the Load GUI knows what save games there are.

About the Quit GUI, you didn't change the code when you put this new stuff in, did you? What number was the Quit GUI - I guessed 3 but could've been wrong. What does the Quit GUI code say?
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