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Messages - Ashen

#3021
It could be a problem with the size of the inventory sprites, try using the SetInvDimensions () command. By default, I think it spaces items based on 40 x 22 pixels, whatever their actual size. This would explain the overlap, and the last item getting cut off.

Hope this helps.
#3022
Just to get the obvious things out of the way:

1. The 'Outline GUI objects for easy location' check box should do the yellow box thing you want. Is this what you meant?

2. About the click selecting wrong item: With the outline on, make sure the button is the same size as the graphic (e.g. if button image is 30 by 25, make sure the button isn't 40 x 30) - it could be that the 'space' between your buttons is actually PART of one of the buttons.

Sorry if this doesn't help, it's just best to check the obvious stuff first, as it can be the easiest to overlook.
#3023
Weird! Ah well, at least it's sorted now.

Magician:
Add this to your rep_ex:

if (IsChannelPlaying (3) == 0) PlaySoundEx (2, 3);

(obviously make sure it's the right channel and sound)
to loop it.
#3024
OK, so I've had a go at this myself. I think the 'choppyness' of the sound is caused by the repeated changing of the Channel volume. So, if I'm right, I think you might be stuck with it, unless you go with Barbarian's idea and use Regions. You'd have to use the 'Player walks onto region' interaction, though, as 'While Player stands on Region' also causes 'choppyness'.
#3025
Yes, but make sure AGS is actually using the inventory GUI. You need to check the 'function show_inventory_window' part of the global script, otherwise it uses the internal one you can't edit.
Change it to:

function show_inventory_window () {
  GUIOn (INVENTORY); 
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
}
#3026
What algorithm are you using ("algorithm / character[EGO].y")?
#3027
Or, if you mean in the AGS editor, you may have to re-import all the backgrounds :(
#3028
What did you try? If you used a series of MoveCharacter commands, I don't think it would work as they'll all try to run at once.
Try:
if (character[NPC].walking != 1) {
  //runs whenever NPC stops, for continuous movement
  MoveCharacter (NPC, X1, Y1);
  MoveCharacterPath (NPC, X2, Y2);
  MoveCharacterPath (NPC, X3, Y3);
  // for as many points as you want on the characters path
}

(The important command being MoveCharacterPath)
#3029
My version, using Daz's colours, and Zootyfruit's window, kind of...

http://www.geocities.com/whoismonkey/window.htm

Daz's colours are easier on the eyes, as Dan2552 said, but it depends on the mood you want. Your colours would probably be better for a slightly seedy, cheap, bachelor-pad kind of place, in which case you might want to trash the place a little (doors hanging off cupboards, peeling paper, etc).
#3030
Critics' Lounge / Re: A backround
Wed 09/06/2004 23:38:11
Did you a quick paint over, hope you don't mind.

http://www.geocities.com/whoismonkey/virc.htm

1. Gave Window a frame and reflection, and added some depth.
2. Gave door a frame and hinges.
3. Added some shade to the floor, to break it up a bit.

Basicly, everything Green Man suggested. The perspective isn't right, but I quite like it.
Feel free to use or ignore whatever you want.
#3031
TheDude has a point, but I think you need to add even more depth - as is is the wall of that apartment is paper thin. Make the 'inside faces' thicker, or maybe add a wall outside.

Also, the perspective of the window seems off - the top frame should be higher on the right than on the left. This isn't such a big thing, as the whole BG has a warped perspective, it's just that, to me, the window looks tiny, which might be adding to the 'looks more like a picture' thing.
#3032
One way you could do it would be:
- Like ®2-D2 said, have a character to represent the dot / cab.
- Create a room for the map. Have the cab character start in this room, and the player character hidden.
- Have the GUI button set two variables, one for start location, one for destination, then send player to the map room. Note - could make your own int's or use GlobalInts.
- In the map room's 'Player enters screen - before fade in', have a series of conditionals like:
Ã,  Ã,  Ã, if (intlocation == 1) {
Ã,  Ã,  Ã,  Ã, character[CAB].x == X1;
Ã,  Ã,  Ã,  Ã, character[CAB].y == Y1;
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, else if (intlocation == 2) {
Ã,  Ã,  Ã,  Ã, character[CAB].x == X2;
Ã,  Ã,  Ã,  Ã, character[CAB].y == Y2;
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, etc.
Ã,  Ã, to place the cab at the right place.
- In the map room's 'Player enters screen - after fade in', have another set of conditions to move the cab to the destination, then go to the right room.
Ã,  Ã,  Ã, if (intdestination == 1) {
Ã,  Ã,  Ã,  Ã, MoveCharacterBlocking (CAB, X1, Y1, 0);
Ã,  Ã,  Ã,  Ã, NewRoomEx (LOC1, x, y);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, else if (intdestination == 2) {
Ã,  Ã,  Ã,  Ã, MoveCharacterBlocking (CAB, X2, Y2, 0);
Ã,  Ã,  Ã,  Ã, NewRoomEx (LOC2, x, y);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, etc.
Ã,  Or, you could use MoveCharacerPath to set a specific route.

Basicly, use variables to set the start and end points.
Hope this makes sense, and helps.
#3033
From the manual (although it's pretty well buried):
Custom icon
If you wish, you can use your own custom icon when you build a Windows EXE file. To do this, simply place your icon in your game's folder, and name it USER.ICO. Then, load the editor, make sure it is set to generate a Windows executable, and save the game.
Your icon must be standard 32x32 pixels in 16-colour. If it is any other size or colour depth, the editor will give an error.

NOTE: The icon must be a proper Windows .ICO file, not just a renamed BMP file. Icon editors, such as AX-Icons from http://www.axialis.com, will convert it for you.

You can also have a custom icon for the Setup program generated. To do so, create your icon as above but name it setup.ico in the game folder.


Is this what you're after?
#3034
USE Map To Temple
FIND Secret Passage behind Altar
ESCAPE through Passage
DANCE the Dance of Victory.

Is it time to vote yet?
Anyway, mine goes to DragonRose, for use of traitorous parrot.

P.S. This is not an entry.
#3035
1. It's not very elegant, but try this in the global repeatedly_execute:

string hp;
string hpmax;
string buffer;
StrFormat (hp, "HP: %d", GetGlobalInt (3));
StrFormat (hpmax, "/ %d", GetGlobalInt (4));
StrCopy (buffer, hp);
StrCat (buffer, hpmax);
SetLabelText (YOUHP , 1, buffer);

I think I've got your GlobalInts and GUI's right, but you should check anyway.

2. Try using MoveCharacter anyway, just to see if it works that way. Also, what's the 'similar script' you have, the one that works?
#3036
Beginners' Technical Questions / Re: skip
Fri 04/06/2004 16:33:49
I was just about to say that .

Also, you could look into StartCutscene() and EndCutscene(). There's options to let any mouseclick skip stuff (StartCutscene(3); i think). Just be sure to have an EndCutscene for every StartCutscene.
#3037
Nostradamus:
Spoiler
Have you got the brochure-thing, with the staff pictures in? (I think it was in the rangers hut if you haven't) Take one of the pictures of the environmentalist (I can't remember her name) from the wall and feed it and the brochure into the computer. Show the picture you get from it to the enviromentalist bloke, and he'll take care of the info lady.
[close]

Hope that makes sense.
#3038
About the GUI thing: make sure AGS is set to actually use your GUI. By default, it uses a different, built in inventory window. You need to go into the global script, and change the stuff under 'function show_inventory_window ()'. Delete a few lines untill it looks like this:

function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
 
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY); 
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
}

and hopefully it'll work.
#3039
1. Use the MoveCharacter commands. Check the manual for which ones are best for what you want - probably Blocking and Path.

2. You could do the credits as a series of Display() commands, as graphical or text overlays, or you could use the agsCredits plug in. See this thread http://www.agsforums.com/yabb/index.php?topic=4286.msg51557#msg51557 for newest version.
#3040
I think the problem is that you're setting the cursor mode, but not telling it what to do with it. Try this instead:

if (button ==Ã,  LEFT)
{
Ã,  Ã,  Ã,  Ã, if (mouse.x>=59) && (mouse.x<=294) && (mouse.y>=4) && (mouse.y<=19) ) // Inventory area
Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã, ProcessClick(mouse.x, mouse.y, MODE_USE);
Ã,  Ã,  Ã,  Ã, }
}

Or if that doesn't work, you could try replacing the ProcessClick with

SetActiveInventory (GetInvAt (mouse.x, mouse.y);
SetCursorMode (MODE_USEINV);

Hopefully, one of these'll work.
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