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Messages - Ashen

#3181
Yeah, it's possible. you just have to add an extra layer of 'if..' coding, based on:
if (GetPlayerCharacter() == WHATEVER) {
   SetButtonPic(..., ...);
 }
#3182
Slightly off topic, but....

Haddas, when you import a mask, it only uses pallette slots 0-15, right, and changes the colours used to match AGS hotspot colours? So if you create a mask as a 16 colour image, use the pallette slots in the right order, (0 for hotspot 0, 1 for hotspot 1, etc.) then just save it as 256, that should work, shouldn't it?

Edit to stay on topic:
I can really only see this being useful for really big rooms, in which case - like TK said - smaller areas might get lost in the zoom.
#3183
About the resolution part, don't worry. A blank room (before you load the background) is 320x200, whatever resolution you've set for the game, so this 'error' is actually perfectly normal!

As for the sprite problem, can you be more specific? Are you having trouble importing the images into AGS, are they there but you can't use them, what?
#3184
Also, since it's so obviously, completely unrelated, there's really no problem. If it was called Monkey Island, was about pirates and had a main character called 'Guythrush Breepwood', then they'd be in trouble, my yes.

Maybe we should still burn it, though, just to be safe.
#3185
The command is RemoveWalkableArea(), not Disable, and the 'player enters screen' script is in the room script ('Settings' window, button with a red 'i').

You'll also need to put it in the object interaction, if you can close the door again.
#3186
"P. Christopher & Son, builders.
(and then the phone number)
When you call, ask for Phil, as John's only 4"

I don't rememeber the exact names, but I do remember the 'joke'.
#3187
You could:

1. Turn on an object, if you have any unused.
2. Use a GUI.
3. Use RawDrawImage();

The GUI probably makes most sense, as you can allow the player to turn it off when they like (e.g. when they've read the note), rather than have it on a timer and switch off before they're ready.
#3188
The only thing that stands out to me is her eyes. When they 'black out', the red seems TOO red, like the pupils are just floating. Hopefully this:

http://www.geocities.com/whoismonkey/trail.png

will explain better that I can.
#3189
Nice ship, and I'm definately still getting the early Star Trek vibe from it. Is is just me or does the blob creature have sad eyes?
Hope you don't mind me doing a little paintover. (Note; you might have to use 'Save Target As..')

http://www.geocities.com/whoismonkey/spacecharacters.png

- Altered shape of trouser legs, to give a little more definition.
- Recoloured trousers/skirt.
- Added nifty gold braid.

Any news on the game (plot, etc.)?
#3190
If you've got any unused objects in the room, you could use a sprite that looks like a standard message window, if you don't want it to look like an overlay or speech.
#3191
Quote from: Babloyi on Fri 30/04/2004 17:43:51
as if she is not wearing anything on top of them.

I kind of thought that was how it was meant to be, like original series Star Trek. Which also explains the bell-bottoms, I guess. The reason I got confused was that the green guy's legs don't look like they do that, but that may just be because they're so thin.
#3192
You could maybe give the middle guy's legs some shape, at the moment he looks like he's wearing bell-bottoms. Other than that, yeah they'd make good character sprites, depending on the backgrounds.
#3193
Beginners' Technical Questions / Re:GUIon?
Fri 30/04/2004 17:18:36
Sorry if this sounds too obvious, but - make sure the button is set to 'Left Click: Run Script'. That's the bit I always forget.
#3194
From the manual:

SetCharacterView
SetCharacterView (CHARID, int view)

Sets character CHARID's view to VIEW. This can be used to perform animations with charaters, for example bending down to pick something up, which don't use the default view.
NOTE: This function locks the character's view to the specified view, so that it can only be changed by other script commands (ie. it won't automatically be changed by the program on shadow areas, screen changes, etc). When you are done with the animation, call ReleaseCharacterView to allow the program to take control back.

#3195
In the Interaction Editor, when you open the 'Conditional: Variable set to a certain value' option, and click the 'change' button, you can see an 'Edit variable' button. This lets you create Room/Global variables.
#3196
The simplest way to do this goes:
Create a variable called GotRec (this can be a Room variable).
Message 0 should say "You got the Recipe!" or something similar
Message 1 should say "There's nothing else in the drawer."

Make the drawer a hotspot.
In the Interaction Editor, it would look something like:

Interact Hotspot
 - Conditional: If variable is set to a certain value (GotRec, 0)
     Game - Display a message (0)
     Player - Give player an inventory item (1) [or what ever the inv number is]
     Game - Set variable value (GotRec, 1)
     Stop running more commands
Conditional: If variable is set to a certain value (GotRec, 1)
     Game - Display a message (1)


#3197
'Twas strange, 'twas passing strange,
'Twas pitiful, 'twas wondrous pitiful:

But I still prefer 'Dave'.
#3198
Kara:

Spoiler
My mistake, thought you hadn't wet the sponge yet. You don't need the wet sponge INSIDE the house, that comes later. There's A note on the fridge, but it's a bit of a pixel hunt.
[close]

If you want a bigger spoiler about the key:
Spoiler
Try everything in the hallway (with the stairs).
[close]
#3199
Kara:
Spoiler
The key is in the house - have you read ALL the notes on the fridge? And you use the sponge in the same place you got it. Try everything ON everything
[close]
#3200
Quote from: shbazjinkens on Fri 30/04/2004 00:08:07
Kind of like a <body> tag?  ???

But for a site, not just page by page.
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