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Messages - BerserkerTails

#621
QuoteHands up whose favourite game of all time isn't more than a year old? I rest my case.

The thing is, my favorite movie is more than a year old, but that doesn't stop me from REALLY enjoying the Oscars every year. If only they had put EFFORT into the Video Game Awards, maybe they'd be watchable.
#622
Adanzis: I PMed you.

*BUMP* due to update of first post.
#623
AGS Games in Production / Re:The Scout's story
Sat 06/12/2003 18:33:58
Looks cool, can't wait for a demo! I like the style of the graphics. Plus, WWII was always intrigued me (Thanks to an excellent History teacher).
#624
Critics' Lounge / Re:Boiler Room background.
Sat 06/12/2003 18:15:05
I did a bit on the pipes, and some lighting. I think it looks alot better now...



WanderLady: Thanks for the edit... I might work on mine a bit more, and thanks for the compliments. I really like how the guage and valve turned out.

Mad_Reizka: I think they look okay. It's not like the main focal point of the scene will be the pipes, or that you see this scene for more than 2 minutes, heh.
#625
Critics' Lounge / Re:Boiler Room background.
Sat 06/12/2003 04:57:52
Os Ultimo: Well, I know abou the clean bit... I'm gonna work on that. And I have done the lighting yet (It'll be much darker when I add the proper amount of shadow).

Duzz: Mind if I use that edit (With a few of my minor touches?)
#626
Critics' Lounge / Boiler Room background.
Sat 06/12/2003 02:15:32


Re-working of background for my game... I'm pretty happy with it except: THE PIPES. Believe it or not, those grey things at the top are pipes. Can someone help me try to make those damn grey blobs look like pipes??
#627
First PC my family owned was a 386 (Firts computer was the AplleIIgs *cough*REPRESENT*cough*). I remember that thing taught me dos... Or more importantly:

cd sierra
cd sq4
sq4

And others. I swear, all I knew was how to change directories and open my favorite Sierra adventure for the LONGEST time.

We upgraded to a 486 for Shadows of Darkness (QFG4) because our 386 didn't run it. I remember that didn't stop my brother and I from trying... Ah, I never thought I'd be happier when I first played that game...
#628
Didn't even notice that...

IT WORKS! IT FINALLY WORKS!

Thanks you Scorpius, Gilbot, TK and Quintaros!!

Now, to valliantly go forward in the making of my game!
#629
<Daleck is roaming the streets>

Roger Daltrey: "Say chaps, isn't that a dialect?"
Pete Townshend: "That's a Daleck you dolt!"

<Daleck notices the Who>

Daleck: "EXTERMINATE!"
Keith Moon (Drinking scotch): "Already working on it!"
Roger Daltrey: "We're going to have to fight it!"
John Entwhistle: "I know just the thing to use!"

<John runs off>

Pete Townshend: "He's probably off to fetch BORRRRIS"
Roger Daltrey: "If I have to sing that damn song ONE MORE TIME..."

<John drives a dump truck back, and dumps the contents onto the Daleck, killing it.>

John Entwhistle: "I knew all these bloody CD re-issues of 'Tommy' would come in handy some day!"
#630
 :o

Words cannot describe, the supreme coolness of that animation.
#631
"Error in Main Script. Variable repeatedley_execute is already defined."

Sooooo close...
#632
Gilbot: PLAY SNATCHER. That game is amazing! Kojima-San is teh GENIUS!!1111

Sorry... Anyway, it would probably be quite easy to make an adventure game like Snatcher with AGS. You could probably even do the shooting sequences with some fine coding.

Aww man, seeing that screenshot makes me want to play the game again...

<RUNS FOR HIS SEGA CD>
#633
There's a two-part tutorial on scripting in the help. Hopefully it should give you some insight on the basics of scripting. I know it helped me alot, as I didn't know much about scripting before using AGS (Very rudementary BASIC).

After reading the tutorials so you sorta understand them, the best way to learn is to mess around with the script. Try things. You'll soon get the hang of it quite easily.
#634
First of all, thanks a million for all the help you've giving me Scorpiorus and the rest. Now, back onto the problems!

QuoteYes, because they are actually enabled. Just previously you wasn't able to cycle through them. As about a pointer cursor it is the MODE_USE in fact but for the inventory GUI provided along with AGS its picture is set to a pointer.
When showing an inventory GUI you could either disable these modes or the cycling feature itself.
Done, got this working. Thanks a million, getting closer to finishing this beast all the time!

QuoteAGS uses internal mechanism to handle inventory clicks unless you ticked handle inventory clicks in script option, so next another modification checks an inventory item under the cursor:

if (IsButtonDown(RIGHT) && GetInvAt(mouse.x, mouse.y)==-1) {
if (rmbdn == 0) { SetNextCursorMode(); rmbdn = 1;}
} else rmbdn = 0;
This doesn't work for me. With the code and handle inventory clicks in script optionturned on, it stops the problem of messages being deplayed when the cursor is over an inventory item, but it also stops the cycling of the cursors and stops all interaction with inventory items period (Can't look at them, can't select them etc).

Quotejust put it once inside the global repeatedly execute.
Errr.... How do I do this?
#635
Yes I did, and now this is starting to work... Unfortunatley a couple more problems have sprung up...

First of all, one which will be easy to fix, hopefully. The cursors cycle in the inventory menu, but they don't pay attention to which cursors have been enabled/disabled. Which means the talk cursor will come up while cycling in the inventory GUI, yet the pointer cursor will not.

Secondly, pressing the right mouse button still acts like pressing the left WHILE cycling through the icons in the inventory GUI. Which means if you click the right mouse button while your cursor is over an inventory item, you'll get a message AND the cursor will change.

-_-;;;;

EDIT: Also, is there a Repeatedly Execute in the global script, or do I have to put the Rep_Ex code in every single room's repeatedly execute?
#636
Now whenever I hit the right mouse button, it skips through two icons!

EX: On the walk icon, hit the right mouse button, look icon is displayed for a split second, then i'm on the hand icon.

:-\ This is never going to work...
#637
Well... It works now, but it's made right clicking through icons difficult and buggy looking inside and outside the GUI.

Is there any other way to do this?
#638
First of all, what's rep_ex? I figured it was Replace of example, meaning you wanted me to replace the code I had in my example with the code you wrote.

If that's correct, I tried your code, but it didn't work. Thanks for the help anyway TK.

Also, I should mention... Currently pressing the RIGHT button in the GUI is exactly the same as clicking the LEFT button.
#639
My mother got attacked by a ghost once.

She works in The Empress, a very old hotel in Victoria, B.C, Canada, and this hotel has been known to be haunted. Anyway, she works in a gift shop in the hotel.

One night, she was putting some books away on a shelf. The books were at the back of the shelf, laying face down. There's no way they could've fallen off the shelf. So my mother turns around and bends down to get some more books from the box on the floor when all the books on the shelf suddenly fly off and hit her in the back.

One of my mom's co-workers saw the books fly off too! Noone touched them.

...  :o
#640
Okay okay... I'm back here... AGAIN.

I'm trying to hammer out my engine until I like it completely before moving on with my game (Which will also make life easier when it comes time to release the demo), so I need your help, AGAIN.

Thing is, with my custom inventory GUI, the cursors don't like to cycle when I press the RIGHT mouse button. So I tried working through the problem, but it didn't work. This is what I came up with:

 if (interface == 2) {
   SetGameOption (OPT_PIXELPERFECT, 0);
   ChangeCursorGraphic (6, 2057);
   ChangeCursorGraphic (2, 2061);
   DisableCursorMode (0);
   DisableCursorMode (3);
     if (button==RIGHT) {
       SetNextCursorMode ();
       }
   if (button == 3) {
     GUIOn (1);
     GUIOff (2);
     EnableCursorMode (0);
     EnableCursorMode (3);
     ChangeCursorGraphic (6, 2061);
     ChangeCursorGraphic (2, 2057);
   SetGameOption (OPT_PIXELPERFECT, 1); }
   if (button == 1) {
   SetCursorMode (6); }
   if (button == 2) {
   SetCursorMode (2); }
}
}

Now if anyone can see any problems with this, It'd be much appriciated!
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