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Messages - BlueAngel

#61
Hi I hope I’m posting this in the right place but I’m wondering if this is possible to do?

I like the function of the Verbcoin, that you can have different verb but just three buttons but I’m not a fan of the style.
What I would like to do is have gui like the 9-verb/Scumm but just have three button: a eye, a mouth and a hand. And a label for displaying action text.

Sceen:
Ego is in a room with a window.
Player selects the eye icon. When the mouse is over the window the first time action label displays “look at window”. Player clicks window: display”it’s a window”.

Second time the player hold the mouse over the window (the eye icon still selected) display ”look through the window”. Player clicks window (second time), display “outside the window you see only water”


So is this possible to do (if you are a beginner at scripting) and any idea of what things I should be looking for in forum and manual?
I think I should look up mouse.mode but what more?
Thanks for any help!
#62
Completed Game Announcements / Re: Rufus story
Mon 25/04/2011 18:32:37
Thanks for trying it out again!  :D
#63
Completed Game Announcements / Re: Rufus story
Mon 25/04/2011 09:12:33
 :'(
Could you please try again?
This has never happen before, dont know what I did wrong.
I have packed it again and checked from another computer and it is working now, alest here.

Rufus_1.1.rar
#64
The game is now finished and can be found here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43365.0

:D
#65
Completed Game Announcements / Rufus story
Sun 24/04/2011 12:00:42
Story:
"Long time ago, when dinosaurs roam the world and your parents where young there lived a little hairy man called Rufus.
When the weather suddenly toke a cold windy turn he decided that enough was enough and crawling into his cave with a warm mammoth blanket and a large supply of beer.
Then one morning boredom and the urge to pee drew him to take a peek outside and he found out that the world had gone warm again so he went for a walk and found out that he was on a... island?!?
And then this story begins..."

Game:
You play as Rufus a newly defrosted caveman who has woken up on a desert island. Now he’s trying to find out where he’s friends are and how to survive.

This is my third game on AGS and the first to make the download page, I hope you like it and don’t find too many bugs.  ;D

(The game is called Rufus after a cartoon my father used to draw for us when we were small, my brother and I)







Download here:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1423
#66
Quote from: Mirek on Sat 09/02/2008 09:58:14
QuoteFrom what I understand if you want to enter text into entry 3, you first have to enter blank text or a space or something into entry 1 and 2, then when you want to change entry 1 and 2 you'll have to edit them.
Yes, great idea!  :)
If somebody will have same problem,just put into game_start
Code: ags

JournalModule.AddEntry("EMPTY PAGE 0[(there is nothing)");
JournalModule.SetEntryDisplayed(0);
JournalModule.AddEntry("EMPTY PAGE 1[(there is nothing)");
JournalModule.SetEntryDisplayed(1);

It could be really long....  ;D

Anyone got a problem with this? It works but if the player has change the line in the journal using the buttons I sometime get the old Error: Null string supplied to CheckForTranslations.

Sorry I have fixed it I think.
I put:
JournalModule.EditEntry(3, "Lianas are good for most things.");
  JournalLabel.Text = JournalModule.ChangePosition_GetJournalText(3);
  JournalModule.SetEntryDisplayed(3);

Instead of
Code: ags

JournalModule.EditEntry(3, "Lianas are good for most things. [I have seen little birds cut them down and build nests");
  JournalLabel.Text = JournalModule.ChangePosition_GetJournalText(0);
  JournalModule.SetEntryDisplayed(3);
#67
Hi
How does “function room_FirstLoad()” work in a room with StateSaving = false?
I having problem with journal module and I think my problem is that I don’t fully understand that function.
Is it first_load everytime the player enter room (for example) 301?

Close this please. Wiki say that everything gets reset.
#68
Quote from: riseryn on Sat 17/11/2007 09:58:04
Hi
I have solved this problem by changing:

JournalLabel.SetText(JournalModule.GetJournalCurrentText());

by
JournalLabel.Text=JournalModule.GetJournalCurrentText();

hope this help

Have you change this? It works in 3.2 for me dont have 3.2.1

You have to change this too I think
Quote
Try to replace DEFINE with define. 
#69
Hoping to find some beta testers so the game can be tested some before releasing it here,
other than that, the game is finished.
;D
#70
The Rumpus Room / Re: Happy Birthday Thread!
Mon 28/03/2011 12:12:59
Happy Birthday, abstauber and thanks for all help! :)
#71
I'm using version Version: 1.2.1 and AGS 3.2.0.102

I also should mention that the game I’m making is in 800X600. I read in an old thread that resizing could mess things up.

I have been looking in the guiscript.asc as that was mention in that old thread but not finding the right things. I keep on looking. Do you think I should download a new version of the module? I afraid of messing my game up as it is almost finished.

EDIT: So sorry for wasting your time. I forgot I split up the main gui and the inventory gui. Script now working.
#72
Hi
I have a problem with scrolling my inventory window.
If the player got more things than the window can hold, the down arrow light up and you can press it.
But the item under (row 2) just flash/shows for a second then it (the window) shows the first row again.
I havent change anything (I think) but the graphics and the size of the window.
Any idea?
???
#73
Quote from: Khris on Tue 01/03/2011 17:32:34
I was laughing at "newly defrosted caveman", too :D

Small suggestion: many people (including me) don't have their Z key next to the X key; it's probably a good idea to use X, C and V instead.

Fixed this. :)
#74
Good luck with your game!
Sounds a shame that you are thinking of give up your figure, maybe it can be so that the animals that can talk lives as human beings, while those who can not live like animals?
Like the land of Narnia.
Best way to learn AGS (atlest for me) is to make a small game first, then your dream game.
:)
#75
Thanks Kris! :)
I really think I got it now.
Since C are true in row 2, row 3 vill not run. And for row 3 to run C must be true. But it will not for if C is true, run row2!
So of course row 3 will never run.  ::)

Thanks so much for taking the time to show me this!
#76
Thanks Monkey for looking at this after it been closed.

I must first start with confessing that I have never seen or worked with a truth table, had to look it up.
But if I understand this (probably not ;) ) correctly :

(if) A and B are true in row 1
Then A and B are false in row 2
So since C is true in row 2 then it can’t be true in row 3
And since it can’t be true in row 3, a sentence that states that “(if) C and E are both true do X “ can never  work.

I’m still not sure why C can’t be true in both row 2 and 3 but that I put down to bad mathematic knowledge on my part.
So I just have to accept that as a fact right now. :)
#77
 :D Worked like a charm!

Just for learning experience can you tell me why the last line wasnt triggered in my script?
#78
I think I wasn’t clear enough. :(
The player can pick up two things: bamboo1 and bamboo2.
If he got spindle he doesn’t need bamboo1, so one and two works.

So If I understand you correctly I need to make last sentence false for it to work.

What I really want it to mean is: if player got bambo1 (or spindle) AND bambo2 he don’t need any more.

Sorry for my poor English, hope you understand anyway.
#79
Sorry to bother you all again but I cant get this to work.
It works fine for the two thing but the I want him to say that hes got enough bambo but it never gets to that part?  ???

Code: ags

function hBambo_AnyClick()
{
  //LOOK AT
  if(UsedAction(eGA_LookAt)) {
    player.Say("Some bamboo is growing over there");  
  }
  
  // Push
  else if(UsedAction(eGA_Push)) {
    player.Say("it just bends");
  }
  // Pull
  else if(UsedAction(eGA_Pull)) {
    //player.Say("Oh hey");
    if(player.InventoryQuantity[iBamboo.ID]==0&&player.InventoryQuantity[iSpindle.ID]==0)
    {
      player.AddInventory(iBamboo);
      }
      else if(player.InventoryQuantity[iBamboo.ID]==1||player.InventoryQuantity[iSpindle.ID]==1)
      {
        player.AddInventory(iBamboo2);
      }
      else if (player.InventoryQuantity[iBamboo.ID]==1&&player.InventoryQuantity[iBamboo2.ID]==1)
      {
        player.Say("I got enough right now");
      }
  }  
  // PICKUP
  else if(UsedAction(eGA_PickUp)) {
    player.Say("Its not laying around on the ground");  
  }
  
  // don't forget this
  else Unhandled();
}

#80
Wonderful little game. My only problem was that I didn't know what to do with the wrong drink I mixed up and sometimes it was hard to find the map.
Super game neverless. :)
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