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Topics - Bandersnatch

#1
Hi, I've converted a Hotspot to an object in one of my rooms but for some reason only one of the functions will work with AnyClick...I can look at it and the character will respond as per the scripting but if I try any of the other actions nothing happens at all. Any ideas why this might be? It works with the exact same scripting I have for a different object in the room.

Here's the code for the object:

Code: ags

function oCoffeePot_AnyClick()
{
  if (MovePlayer(239, 82)) {
    player.FaceDirection(eDir_Right);
}
// LOOK AT
    if(UsedAction(eGA_LookAt)) {
      QueuedSpeech.SkipCurrentMessage();
      cEleanor.Say("The coffee isn't ready yet.");
  if(tutorialState==1){
    cWhitfield.SayQueued("Good!");
    cWhitfield.SayQueued("Now go open the door on the left!");
    tutorialState = 2;
    SetTimer(1, 0);
    SetTimer(1, 400); //10 SECONDS
    }
    // USE
    else if(UsedAction(eGA_Use)) {
      player.Say("It isn't ready.");
    }
    // Push
    else if(UsedAction(eGA_Push)) {
      player.Say("Great idea. Burn my hands AND spill the coffee.");
    }
    // Pull
    else if(UsedAction(eGA_Pull)) {
    player.Say("Nah.");
    }  
    // PICKUP
    else if(UsedAction(eGA_PickUp)) {
      player.Say("Not until it's ready.");
    }
    // OPEN
    else if(UsedAction(eGA_Open)) {
      player.Say("It doesn't need opening.");
    }
    // CLOSE
    else if(UsedAction(eGA_Close)) {
    player.Say("It's already closed.");
    }
    //USE INV
    else if(UsedAction(eGA_UseInv)) {
      Unhandled();
    }
    // don't forget this
    else Unhandled();
  }
#2
Hi,

I recently started using AGS on an iMac running Parallels rather than using my old PC. In doing so I tried to copy the old files for one of my tech demos over to work on it but it wouldn't work properly. I had to rebuild everything from the ground up by exporting/importing all my characters, sprites etc. and that seems to have worked okay.
However as dialogues can't be exported, I just retyped them all...

Now when I try to tell my character to talk to an NPC nothing happens! The dialogues all have the same names and (seemingly) the same properties so I'm not sure why this is happening. I even edited the Global Script again and re-entered the dialogues to see if that would work but to no avail.

Is there something I'm missing here?
#3
I have recently come back to a tech demo I left alone a while back, and seem to have hit a snag concerning the SetTimer function. Each part of the timed tutorial has a character repeat a couple of lines in the background with a 10 second interval between repeating phrases. Once the tutorial reaches a certain point however, the character repeats the same line over and over without any 10 second interval despite it being written in the EXACT same way it has been previously. Any ideas?
#4
Hi all,

I know this will sound really amateur, but how do I make my game determine whether a door is open or closed and change the player character's actions accordingly?

The closed door is set as an object with a hotspot behind it for the open doorway (initially disabled). I can have my character open the door, but when I want her to close it, she still says "It's already closed". I have no idea what conditions/parameters/variables/states to change in order to make the door work properly...:undecided:
#5
I have tried using both Queued Background Speech modules (by SSH and Monkey_05_06), and neither will work! Getting error messages:

For SSH's module:

Error (line 51): Undefined token 'StrSetCharAt'

For Monkey's module:

Error (line 411): Undefined token 'StopChannel'

Other posts seem to say that Monkey's module works perfectly but it's certainly not here. Anything I need to change?
#6
Good evening AGSers,

Ages ago I brought up a question about my character walking choppily and snagging against the edges of walkable areas. I'm well aware that this is not the fault of the areas being too small or anything like that. I started a new project today and my player character still moves a little awkwardly - it seems to be whenever she turns a corner, there's a split second snag before she moves and it looks uuuuugly.

Is this just a universal issue AGS has or is there a setting I've overlooked?
#7
Hi,

I'm interested in building a tech demo/intro for a game I'm returning to, that features an in-game tutorial. The idea is as follows:

The game contains a classic Lucasarts 9 Verb GUI, and each verb is covered in the tutorial. This would be done by an NPC giving the player various instructions in relation to each verb in succession. The next verb does not become available until the current instruction is passed. Every 20(?) seconds or so, the NPC repeats the instruction if the player has not done as instructed.

I imagine this could be done by using the counter function - would I be right? And if so, how would I structure the scripting? I'm a serious noob.

Thanks guys.
#8
Hi all,

I was having a thought about how to implement seamless music in the style of the wonderful iMUSE system, and how a similar (if not quite so perfect) system could be achieved using .mp3 audio...

I understand AGS has several audio channels that run simultaneously, right? I'm struggling to find just how many, but let's imagine there's 8 - a number I feel might just be the right one. I'll use the setting of the game I'm currently developing as a backdrop...

The player arrives in the dank, foggy frontier town of Gundersen's Valley. Upon arriving, 5 pieces of .mp3 music (all with the same tempo, key signature, chord structure and running time) start playing, all on different channels, but only one is audible as the rest are muted. The master track plays in all external areas of the town. When the player enters either the Saloon, Livery, General Store, or Madwoman's Tent, the master track fades out and the track corresponding to the new location/room fades in simultaneously.

Now this sounds pretty convincing to me, and has probably been championed LONG before I came up with the notion. ut either way, would I be correct in thinking this would be viable? Sorry to waffle on.  :-X
#9
After playing through (and thoroughly enjoying) Flight of the Amazon Queen, I've decided I want to utilise a map screen similar to the "Pinnacle" room. So rather than a literal map or aerial view we have a scrolling vista controlled by mouse movement with a foreground element and player character in front. But as always, I'm new here and don't really know how to accomplish that...

Any idea how to carry this out?
#10
Any ideas on how to create characters who are 'grouped' in a similar style to the Men of Low Moral Fiber (Pirates) in MI 1 & 2?

I want to include two men locked in a never-ending fist fight, and when hovered over, the action bar should describe them as "Gentlemen Embroiled in Altercation"...

Do you build a hotspot over them or is there a better solution?
#11
Right, I'm beginning to grow impatient with this allegedly simple way of running my AGS game on a Mac using WINE. I want to wrap it into a standalone file using WINEBOTTLER so that when I distribute this tech demo I can send it to my friends who are using Macs (and that's about 80% of them). Nothing seems to work.

So can somebody please just post a literal step-by-step tutorial on exactly what to do?
#12
Lately I've been having a spot of bother with walkable areas and my character's movement. When the character is moving across a walkable area with plenty of space his movement is fine - totally smooth. However when he's crossing an area with a much thinner walkable space (such as a rope bridge), he has a tendency to get stuck and edge across in a jerky, awkward manner, and sometimes switch direction for the sake of one pixel.

Obviously the game still functions, but it's ruining what is otherwise quite nicely drawn and animated by having this amateurish movement.

I was wondering if anyone has any tips to avoid this 'snagging' effect?
#13
I am currently developing a tech demo for my first game and have hit a bit of a bump.

The demo has one central area with access to various other rooms. This isn't a problem, but when I return to the central room I want my character to walk on from the appropriate side of the screen and face in the appropriate direction. This is something I'm struggling with, as I can only seem to have them appear stock still in the central area facing the direction they were when leaving the previous room...
#14
I recently added a new room with a resolution of 320x280. I want my character to appear at the bottom of the room and the bottom half of said room to be visible. However, when I test the game, the visible area is the centre of the room and the bottom (and player character) are hidden behind the GUI.

Any ideas?

:'(
#15
ATTENTION

All 9 Links in the "Starting Off" section of the online tutorial are down, resulting in a 404. Probably best this is looked into, seeing as it's maybe rather important.
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