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Messages - BlueAngel

#41
Thank you all, it worked beautifully!  :D
#42
But if I use eBlock it dont animate while moving?
Should I use a character instead?
#43
Ok I have searched for the answer to this simple question but in vain, please help.
I want an object to move to a point while animating, then stop. After a cut screen (not done yet), I want the object to change view and move off screen.
But I can’t get the object to change view. It starts in view 0 or in view 1.
What do I wrong?

Code: ags

function room_AfterFadeIn()
{
  Wait(10);
  oHorseHouse.SetView(8, 1, 1);
  oHorseHouse.Animate(1, 10, eOnce, eNoBlock, eForwards);
  
  oHorseHouse.Move(334, 343, 1, eNoBlock, eAnywhere);
  //object[1].StopAnimating();
  //oHorseHouse.SetView(8, 0, 1);
  oHorseHouse.Animate(0, 10, eRepeat, eNoBlock, eForwards);
  //oHorseHouse.Move(66, 329, 1, eNoBlock, eAnywhere);
}


As you see I have tried different things but to no success

If I put a stop animate or change view it doesn’t animate at all or change view at once.
I thought the script happens line after line?  ???
#44
I could be totally wrong here but if you just want to block the player while the animation plays, can’t you put a blocking in the script for the animation?
#45
I dont know if this can help you but have you looked att the Tween Module and maybe use a black gui over the whole screen and fade it?
#46
I love this thread!  :D

So here is something small from me too. :)


The hero of my next game.
#47
I wouldn’t delete them but maybe that’s just me.
You can replace the spirits with your own and just don’t use room 1-2 or remake them.
When I made my game using that templar I found it useful to have them for a while to look at the scripting.
:)
#48
Thanks barefoot, not a bad idea but not this time  :)
Thanks Khris, its working now.
#49
Thanks for trying to help me. Its not really what I have problem with but I going to start again and try to find where I went wrong.
My problem is that the saves dont show in the text box.
#50
I started with the same as you but that didnt work for me. Hmm maybe I have to start over.
#51
I have a save button on my main gui that brings up the save gui.
That is working, however it is coded:
Code: ags

function btn_save_OnClick(GUIControl *control, MouseButton button)
{
  gSaveGame.Visible=true;
  mouse.UseModeGraphic(eModeWait);
}


Do you think change it to "show dialog" would help with the text box?
#52
I trying to make a save/load gui in a blank game but I can’t get the save name to appear on the list.
I tried the wiki version and I tried copy the default one but I can’t get it to work. I tried searching here but the most versions are for older versions of AGS.
My version is 3.2.1.
This is my code


Code: ags

function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
    int totalSaves = lstSaveGames.ItemCount;//number of saves on list
  String saveName = txtSaveName.Text; //holds value of txtSaveName textbox
  //Check for a save name.If none tell them to enter one, else go on
  if(saveName=="")
  {
    Display("Please enter a name for your save.");
    return;
  }
  //if there is no saved games yet, just save it
  if(lstSaveGames.SelectedIndex ==-1)
  {
    gSaveGame.Visible=false;
    SaveGameSlot(totalSaves+1,  saveName);
  }
  else
  {
    int checkSave=0; //runs through the list and checks for double entries
    while (checkSave!=totalSaves)
    {
      if(saveName == lstSaveGames.Items[checkSave]) //one matches, so overwrite it.
      {
        //if so overwite the selscted game
        gSaveGame.Visible=false;
        SaveGameSlot(savegameindex[checkSave],saveName);
        return;
      }
      checkSave++;
    }
    //if we've made it here, there is no match so just save it to a new slot.
    if(totalSaves <20)
    {
      gSaveGame.Visible=false;
      SaveGameSlot(totalSaves+1,saveName);
    }
    else
    {
      Display("The maximum number of saved games has been reached; overwrite or delete some old ones.");
    }
}
}


Hope someone can help or I guess I have to start over i a default game.  :-[
#53
Completed Game Announcements / Re: Rufus story
Thu 02/06/2011 10:41:34
Hi again.
I have increased the walking speed and change some “walk to” hotspots.

I was going to decrease the nighttime but then I thought if this is putting people off playing the game it’s no good so I have made the night unclickable, meaning you can do everything even at nighttime.
New file uploaded.
:)

Also change download site as some people didn’t like the one I had it on. Hope this works better.
#54
Completed Game Announcements / Re: Rufus story
Sun 29/05/2011 10:04:29
First of all thank you for taking the time to play and comment, I really appreciate that.  :D

I thought it looked wrong with higher speed walking but that is easy to change. The night thing was intended but I can see it being annoying. I could change room at night time by clicking the hotspot(on the frame, not inside the room) but maybe that isn’t working for anyone else.

To get into the cave you have to
Spoiler

You have to stand far to the right side and throw a stone at the jungle on the left side. The Boar will leave and you can enter the cave.
[close]
I probably didn’t make that puzzle too clear, have to look at it again and you shouldn’t die just change room. Probably you had too low food in your belly and that’s why you died. Still it needs work I can see.

I have used object too much I think, I need to look into Graphic overlay or something like that for the effect instead. I also should put something in walk mode it sounds like, I look into that too.
:-[
I’m not sure of what gui you mean here tho:
Quote
The GUI buttons on the white box at the top suffer from a similar problem; clicking the green box doesn't work half the time, I have to aim for the pixels making up the button's text.
Is it the function gui?
Anyway thanks again and I will try to address some of those problem.
:)
#55
Critics' Lounge / Re: Girl hero
Fri 27/05/2011 10:23:10
Thank Anian for the help and Ehcb for the comment. :)

I have decided to put this one on the backburner. I realize that my drawing isn’t really up to that standard and I have to do a lot of persons for my new game.
So now I´m trying to simplify the persons more and more so that they also will match the backgrounds.
Hopefully tho “she” (the girl hero) will get a game further down the road.
;)
#56
Completed Game Announcements / Re: Rufus story
Fri 27/05/2011 09:25:43
So sorry for bumping my own thread but I have a humble request.

Could someone who downloaded and played my little game give me some feedback if you got the time, please?
I right now making new one (not about Rufus, a all new one) and would love to hear how to improve on my game making.
Was the bugs that I haven’t found, was it too boring or too hard?
All comments are greatly appreciated

Thanks!
#57
Critics' Lounge / Re: Girl hero
Wed 25/05/2011 14:02:59
Thanks!
Felt a little lost now it feels better.  :)
#58
Critics' Lounge / Girl hero
Wed 25/05/2011 13:00:15
Hello
Please help me improve on this. I just can’t draw people.  :P



There is supposed to be a purse on her hip and I thinking of adding a sword too.
The shoes looks all wrong.  :(
#59
Thanks! I shall do that  :)
#60
Thanks monkey. Seems like it could be easier than I thought. I try this when I get home.  :)
If you got time could you explain what the star (*) does means in the code?
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