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Messages - Atelier

#1621
Thank you very much, I've got it working fine. I thought about putting it in my original thread, but wasn't quite sure what to do so I made a new one. I'll try and stop over-posting the forums from now on  :) Thanks!

EDIT: Is there any way to enter all the key codes in the same if function? Or do you have to type them all in separately like this?
#1622
Hullo.

I was wondering how you would go about disabling all key presses in certain rooms. For example, my menu (Room 0) shows the GUIs when I press the keyboard shortcuts, but I don't want them to. Then, I want to enable all of the shortcuts again when the player enters the first room (Room 1). Any suggestions?
#1623
Yeah, I had to add an else statement into it afterwards because it would only hide the iconbar not bring it up. But now, it does both. Thanks anyway  :)
#1624
Thank you very much! (To both of you) It works perfectly and gives just the right effect I was looking for.  :D
#1625
Hullo.

I've been fiddling around trying to make a code to show and hide the icon bar when you press the space key. However, there seems to be a problem and I don't know what it is. I've located this code in the global script.

function on_key_press (eKeyCode keycode) {
  
   if ((keycode == eKeySpace) && gIconbar.Visible = false) {
      gIconbar.Visible = true;
}
  
   if ((keycode == eKeySpace && gIconbar.Visible = true) {
      gIconbar.Visible = false;
}

There. An error message comes up saying "Parse error in expr near 'gIconbar'" I think it may have something to do with brackets. What's wrong with what I've got?

Thanks in advance.
#1626
Nope, not that I remember. I think the problem happened because I turned my computer off the quick way - press and hold the button until the screen goes black  :) I won't do it in future. That's the only other explanation I can think of for it happening.
#1627
Hullo. I've just tried to load up my game and there's a problem which won't let me. The main problem is 'root element missing'. There's also more detailed information, but it there something simple that I can do to get it running again?

                                                     *Since then, I have fixed this problem and will explain what I did for future users who search this problem!*

What you need to do is not panic first, because it can easily be fixed. Load up your documents and go into the file where all of your game's information is located (room files and such.) Then, after looking through you will find a BAK type file, named 'Game.ags.bak'. <-- May differ, I'm not sure. You have to double click on this. It will probably say there is no suitable program to load it, so choose the AGS Editor by browsing for it. Confirm this and open it up! Now, save the game and close it up.

You should now be able to open it with the normal editor. (Hopefully!) This worked for me and I hope it works for you! How was my first ever accidental advice?




#1628
No, I wouldn't say it is important. Cookie could be female and it wouldn't change the story, but the type of character Cookie is requires him to be a man, if you get what I mean  :) It's the greasy chef that ruins everything and Presto has to step in to save the day, and his friend's job. Are you saying it's a good thing? 
#1629
This looks good!

How many episodes will there be in this series? And how much play time to you reckon you'll get out of them?

Good luck  :)
#1630
Thanks  :)

Will do in future
#1631
Beginners' Technical Questions / Speech Boxes
Sat 02/05/2009 14:45:31
Hullo.

I'd like to know what I would have to do to reposition speech so it doesn't appear above a character's head. If possible, could I display the speech in a GUI that runs along the bottom with an icon of the character's face beside?

Thank you in advance.
#1632
Thanks!
#1633
'Othello's Travelling Circus' is about a clown called Presto who travels with a circus act. Presto can't wait to get back to his trailer after the last performance and get some sleep. But, as he arrives, he finds a note stuck to his door. Cookie the Cook, Presto's best friend, has got himself into a spot of bother, and has asked him for his help.

After trying to stamp out a rat problem in the kitchens, Cookie the careless oaf has accidently mixed the rat powder with the sugar. A simple mistake to make...   What's worse, Othello the circus-master likes to have a quick cuppa before he goes to bed. A quick cuppa with plenty of sugar. Eleven heaped tea spoons to be exact.

Presto must find a way to prevent Othello from drinking his tea. However, the circus-master is quick tempered and not to be trifled with, especially since the latest performance was riddled with mistakes. Presto has to be devious in parting Othello with his beloved cup of tea. It's your job to help him.







Thank you for looking at my thread. :) Please tell me what you think!
#1634
Yay!

After seeing your example, I figured out why it wasn't suggesting invWindow in the short-cut box and therefore confusing me.
I had my inventory window called invCustomWindow, by default.

Now I have corrected it and you have made my game that little bit better.

Thank you for helping,

Francis de Mont
#1635
Thank you for the help.

Now that you have pointed me in the right direction, could I be awkward and ask how I would use those properties? Which script file do I place them in and how would I begin? Sorry for not getting it the first time; at the moment I'm using the excuse of not being too familiar with AGS.
#1636
Hullo. I would like to know how you stop items overlapping in your inventory. At the moment, when the player receives his second item, the two icons appear on top of each other and it makes it difficult to use the one on the bottom. (And it also doesn't look very nice).

Do I need to add a function giving the x and y co-ordinates?

Thank you for taking the time to read my query.
#1637
Thank you for replying.

I entered your code and it worked fine. Afterwards, I altered it a tiny bit to include some more features that I wanted, but without you I would still be wondering what was wrong. I should be able to use lots of if statements from now on!

Thank you again,

Francis de Mont
#1638
Hullo. I have not been using AGS for long, and already I have encountered lots of problems.
The latest concerns if statements. Here's what I would like to do:

If the player has picked up iPockettranslator, then I would like hCScreen activated, which, on any click, would take him to a new room. But, if the character has not yet found iPockettranslator then I don't want anything to happen when they click on the hotspot.

Here's the scripting that I have constructed for it:

function_RoomLoad ()
{
   hCScreen.Enabled = false ;
}
if (player.HasInventory (iPockettranslator)) {
   hCScreen.Enabled = true;
}
else {
   hCScreen.Enabled = false;
}

I have looked through the forums and almost know the entry on the manual off by heart (knowing me, I've overlooked something simple), although I don't know what is stopping me from running the game. A message usually comes up saying (Parse error: Unexpected if). I have entered this sequence in the room which the hotspot is located in. Do I need to transfer it to the global script? Also, do the two terms (roomLoad + else) contradict each other?

Vaguely linked to this (I think/hope) is the word bool. What does it mean and is it important in if/else?

Thank you for taking the time to read my query.
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