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Messages - BlackBaron

#61
As much as I try I can't find any other goals (note that "discovery" can be added to your list), only cool combinations of those come to my mind... like you awake in the middle of nowhere with your memory lost, you try to both find who (discovery) you are and return home (get out).

Sorry I can't help you.
#62
No, you get directions, you get minor goals, but you're geeting information about your ultimate gola step by step, everytime you finish some minor goal, until late in the game you have no idea what your ultimate goal is...

A detective is a perfect examle, you get to solve some minor crimes and at first you think are completely unrelated, but as the games goes on, you find out that they were all part of a major plan...

Do I explain myself? Does that makes any sense to anyone?  ???
#63
Besides, rotated images (in angles other than 90°, 180° and 270°) normally dosnt' look good and need some retouch.
#64
Well, it should, they are just pictures, why wouldn't it?

Never mind.

If you can't find a better solution think you should just try to do your own SCI hebrew fonts. I know it's a tedious work but I think that for now is your shorter alternative (It's a dirty work but someone has to do it  ;) ).
#65
Are you using a TrueType Font?
If you are try using some SCI fonts, try making just some characters with the SCI studio font editor to see if it works.
#66
Of course, I'll always be glad to hear more efficient suggestions  ;)
#67
I already thought on that, but that isn't efficiente enough, that would require rewriting every function I need and almost ignore all what the engine does for me... (not that I couldn't do it, but if I were, I'd simply use a more complicated but more free engine, as I always say).

Anyway, the only problem I've face until know with that was already solved. I used your aproach of doing my own code, but insead of dealing tih the "wait" code I dealed with the source of the problem itself, the MouseOver button images, as I said,  I disabled them all and added some code that checks if the game isn't paused before "turn on" the appropiate button if the mouse is over it.

Again, thanks a lot for your help.
#68
Maybe this is a dumb suggestion, but once you have the font, couldn't yuo just write things backward in the texts, that is doing it by hand instead of letting the engine do it?
#69
Quote from: c.leksutin on Mon 21/04/2003 04:04:20I was always a big fan of fire-bombing public buildings.  Thats probobly why I never got into any of the good schools though huh?
And you call that "The Voice of Wisdom" ?  ???

As for a suggestion, what about not knowing your goal (I mean the player) that could be really for a first chapter (or part), you just wander around completing minor goals without knowing exatly what your ultimate goal is, but everytime finish something you get closer to the truth.

(I know I'm not helping much because I'm not suggesting any new goal, I'm just suggesting you to hide it, but I think is a good idea anyway)

(Note that abuses on that resosurce can severy demotivated players, so be careful if you use it).
#70
Quote from: Scorpiorus on Mon 21/04/2003 11:31:33function repeatedly_execute() {
 if(IsGamePaused()) {
   Display("inside repeatedly");
 }
}

As I said in my first post, I already tried that (and if (IsInterfaceEnabled()==0)) and it didn't work (at least it didn't when the game was paused because DisplaySpeech was used).

Thanks a lot anyway.
#72
Does anyone has, or can tell me where to find, the fonts used on Monkey Island I or 2, or Indy Jones FOA? (I specially need the one used in the bar that tells you what actions are selected).

There's a link to a German MI2 GUI in the AGS site, and some TrueType font comes with it, but there are some minor problems with those fonts that I can't fix because I don't have a TrueType font editor (so another solution would be telling me where to find a free TrueType font editor ;) ).

I also have all characters in a PCX and I could use the SCI editor to make them myself, I just wanted to know before I started if anyone could save me that trouble.

Thanks a lot!
#73
I like the GetGameParameter (int type, int data1, int data2, int data3, int data4); idea.

I'm just starting so I don't find it useful now but, who knows, you never seem to have enough information...   ;)
#74
You don't have to draw the bar line by line, you could use a while loop.

It is easier to use pre-drawn pictures and SetButtonPic, but note that that's not the most efficient method, it's ok if you're only using 12 different levels (10 + normal + power up), but if you need a lot more of power levels, say 100, you really should give shot to the RawDrawLine method.
#75
He can't select it because he can't find it, probably after he deleted all text it turned to point located in the top left corner of where the original box was.

I know it's hard, but I think you're only chance is to click all around that place (the top left corner of where original box was) until you find it.
#76
Thanks a lot, that will really help.  ;D

Anyway, at least for now, I think I solved the problem, I took a different aproach, I disabled all "Mouseover Images" and added some code that checks if the game isn't paused and then "turn on" the appropiate button if the mouse is over it.

Now, this whole problem gave me what I think would be a cool idea, couldn't there be a fucntion that's called every time the game is paused (something similar to other on_even functions), that way minor details like that could be easyly fixed.  :)
#77
I need to do that because I want that when the game is paused the GUI remains unchanged but I don't want the picture of the buttons to change when the cursor is over them.
#78
I want to activate some script when the cursor goes to Wait mode, so I tried adding in the function repeatedly_execute() the following


 if (GetCursorMode()==7) {
   ...some code...
 }
 else {
   ...some code...
 }


But that isn't working, it seems that what's inside that if never triggers.
I also tried using this:

 if (IsInterfaceEnabled()==0) {
   ...some code...
 }
 else {
   ...some code...
 }


and I tried this too:

 if (IsGamePaused()==1) {
   ...some code...
 }
 else {
   ...some code...
 }


But I had the same results, the code inside the ifs never triggers.

I figured that while the cursor is in Wait mode, the interface is disabled and the engine doesn't call the function repeatedly_execute() at all. Is this true?

Is there an easy way to do that?

Because the only alternative I can imagine is defining a couple of functions that do the necesary code and calling them before and after every single time I call a function that I know will turn the cursor into Wait mode, but that would be REALLY inefficient and may not work sometimes (like when is the engine itself that pauses the game).

Thanks for the help.

#79
Do you have any idea when the definitive version will come out?

Is that I'm just starting to make a game, there are a lot of cool features in the 2.55 version, it seems like it'll be a lot of work to do a conversion later and I'd like to know if it's worth waiting until the 2.55 version comes out before I start doing some serious work on my game.

Thanks a lot.
#80
Thanks a lot
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