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Messages - BlackBaron

#41
Yep, the manual actually tells that's the way to do it, but since you haven't got any problems with your way, it seems to me that it's equally right.
(Just note that not adding the names of the variables only works for the imports).
#42
It worked really well, thanks, again.
I'll just add the following in case somebody else needs this.
You may define constanst for the directions: add the following to the script header:

#define D_UP 1
#define D_RIGHT 2
#define D_DOWN 3
#define D_LEFT 4

(those or any names you like, I just added the D_ because it seems there's already a constant RIGHT, but you could simply don't define RIGHT  again and use it with the value it already has).

I also added the folowing functions, I guess somebody may find them useful too:

//Function that turns character 'name' to a certain location
function TurnToLocation(int name1, int x, int y) {
 int dx = character[name1].x - x;
 int dy = character[name1].y - y;
 int direction;

 //Chooses direction
 if ((dx*dx)>(dy*dy)) {
   if (dx>=0) direction = D_LEFT;
   else direction = D_RIGHT;
 }
 else {
   if (dy>=0) direction = D_UP;
   else direction = D_DOWN;
 }
 
 TurnCharacter(name1, direction);
}

//Function that turns character 'name1' to character 'name2'
function TurnToCharacter(int name1, int name2) {
 int x = character[name2].x;
 int y = character[name2].y;
 
 TurnToLocation(name1, x, y);
}

with the appropiate imports in the header script:

import function TurnToLocation(int, int, int);
import function TurnToCharacter(int, int);

They seem to work quite well but the way direction is choosen in the function TurnToLocation could be improved a bit (as soon as I get some extra time I'll do it and post it here).
#43
Nice, really nice...  :D

Thanks a lot  ;D
#44
The option "Characters turn before walking" is really cool, unfortunately it only works when you walk. It would be nice to have a similar option for the functions FaceLocation and FaceCharacter, maybe 2 new functions: TurnToLocation and TurnToCharacter.


Thanks a lot.
#45
Quote from: Joseph DiPerla on Mon 28/04/2003 20:55:51
game.dialog_options_x  Offset into dialog options GUI to compensate for borders  
game.dialog_options_y  Offset into dialog options GUI to compensate for borders  

game.max_dialogoption_width  Maximum width of textwindow-based dialog options box. Default 180.  

Yep, that worked nicely, thanks a lot.

I'm trying to do an interface as similar as I can to that of Indy Jones and the FOA, I've been doing well, but when I arrived to the dialog stuff I hit a wall since you can't configure it enough.
I'll see what can I do for now, but it'd be nice to have better control on the dialog interface, maybe linking somehow the conversation options to GUI buttons, or something like that, what do you think?
#46
Couldn't there be a way to have different colors for those? (for future versions, at least)
#47
I think this are more beginners questions, but I posted them in that forum and after a few days I couldn't get a satisfying answer  :( .

1) I have a GUI similar to that of Monkey Island 2, and I will probably want to make a translation after my game is finished. Instead of using images for the buttons, I put a label with the apropiate text over the button, that way when I later make my translation I just have to change the text on the labels (on the tranlation file) instead of using new pictures (I don't use button's text because label text are easier to manipulate, for example, I can't change button text's color during running, or can I?) I just want to be sure if that's the best way to do that.

2) I've been searching trough the help, tutorial, posts, etc. and I can't find help about how to configure the box where I select my conversation topics. I activated the option "Dialog option on GUI", but that only lets me have a background for the options, I can't configure the font color, the Y position of the first line, etc. Can stuff like that be done? or do I have to program my own script for converstions to do that?

Thanks for the help.  (And sorry for breaking a bit the rules).
#48
I've been searching trough the help, tutorial, posts, etc. and I can't find help about how to configure the box where I select my dialog options.

I activate the option "Dialog option on GUI", but that only lets me have a background for the options, I can't configure the font color, the Y position of the first line, etc.

Can anybody help me? ???

Thanks a lot.
#50
Isn't it like that already?  ???
#51
Just in case you don't know (or anyone else who reads this post, for that matter), you put the
int tamp_var just once per function and is advisable that you put it at the beginning of the function.

(You probably already knew that, I just wanted to make sure  ;))
#52
Try this,

int temp_var;

temp_var = GetGlobalInt(2)) + 5;
SetGlobalInt (2,temp_var);

If you also want to increase the other global variable (1 for example) add this right after:

temp_var = GetGlobalInt(1)) - 5;
SetGlobalInt (1,temp_var);

Please say if it works or if it gives you any errors.
#53
I have a GUI similar to that of Monkey Island 2, and I will probably want to make a translation after my game is finished.
Instead of using images for the buttons, I put alabel wiht the apropiate tex over the button, that way when I later make my translation I just have to change the text on the labels (on the tranlation file) instead of using new pictures (I don't use button's text because label text are easier to manipulate, for example, I can't change button text's color during running, or can I?)

I just want to be sure if that's the best way to do that.

Thanks for the help.
#54
I know it's not priority, but until you get the chance to improve it, it would be nice to at least have an option to cycle troughout the GUI objects, I don't know, something, like pressing the ">" key selects the next GUI object and pressing the "<" key selects the previews one.

Thanks a lot.
#55
Thanks a lot  ;D

I'll surely give you some credit if I use them.
#56
I don't know how hard are these things to do and surely something like this it's already in you schedule but it would be nice that eventually you could have more control of the pictures in the Sprite Manager, i.e. that you can delete unused sub-folders, that you can drag-and-drop pictures among sub-folders to reorganize them and, if possible, that you could reasing the number on a sprite.

I think I've seen this before, but I'll say it anywa now that I'm on this...
It'd be nice too if you could delete unused views in the View editor.

Thanks a lot.
#57
Well, thanks a lot, you saved me the job of figuring that out  ;D
#58
I don't know how much will this help you, but you may try going here http://user.tninet.se/~vqb114l/ilb/tutorials/ptni.htm

If you're talking about a fighting game I suggest you use MUGEN as the engine.
#59
I'm trying to do an interface similar (actually as similar as posible) to that of Indy Jones and the Fate of Atlantis, so I'm probably gonna try to do that soon (surely before the en of the week).
It doens't seem to be a hard thing to do, so as soon as I do it I'll post it here.
#60
I see...

Sorry then, I run out of ideas...
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