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Messages - Cassiebsg

#381
Acrylic paint works well with fabric. I've used them to paint t-shirts before. They will eventually fade out, depending on how much washing and water temperature is used though.

I would have NOT used that kind of eyes though, 2 year olds eat everything! And he/she will eat those eyes before you notice. Mine managed to eat the whiskers and plastic nose of a plush cat (the eyes survived but they aren't just glued into the fabric. They're actually double as big and wide inside the head, making it impossible to come out and be swallowed)!
I would either paint the eyes or "embroidery" them. You'll lose the movement, but for a 2 year old, that won't matter, and it'll be safer.
#382
If only animals could talk...

Oh, wait...
Spoiler


[close]

If only animals could feel...

Oh wait...
Spoiler

And yes, I'm an hypocrite, cause I'm a meat eater...
but then again no matter what we eat, we'll be killing living beings cause even plants are alive. Maybe their fruits aren't? I'm not sure anymore...
#383
General Discussion / Re: the blender 3D thread
Sun 01/08/2021 00:51:21
Looking good, keep them coming.  :)
I haven't toutched Blender in a...uhm... year maybe?  :-[
#384
There might be a module (or plugin) for that.

But check Overlay.CreateTextual in the manual, think that's what you want. :)
#385
I haven't figured that out yet, let me know if you do...  (laugh)
#386
Why not joying both and make a unique looking game? :)
Adding dynamic elements from comic books with adventure game is bound to give a good game, assuming you can get a good story in there.
Kind of like Max Payne did, though they kept the comic effect mostly on the cut scenes.
Make the action happen in each comic "square" and then move scenario by moving to the next "square". Probably a good way to use cameras and viewports, and zooming in on the square where the player currently is, and zooming out and then in to the next one...Could be fun!  ;)
#388
As far as I know you can't, but I might be wrong.
You can however right click one in script and check all usage of it. But it's a one by one process, so probably only useful if you suspect it to be a 0 or 1 only usage....
#389
That is intended behavior, but can be adjusted. Check the manual for Game.IgnoreUserInputAfterTextTimeoutMs, and play with it a bit to see if it "fixes" your problem. However, make sure you really want to "eliminate" this, as you risk players accidentally clicking the next line away before they had a chance to read it.
#390
Advanced Technical Forum / Re: Mode 7 in AGS
Sun 25/07/2021 15:18:45
Okay, thanks. :)

I would say not of the bat, but CW is working on rotating and stuff with sprites/objects, so maybe with a bunch of coding it's possible? Or through a plugin? Or fake mode 7...  (laugh)

I'll let some with more technical knowledge into the engine to answer though.
#391
Advanced Technical Forum / Re: Mode 7 in AGS
Sun 25/07/2021 14:33:05
What's "Mode 7"?  ???
#392
Because it's coded that way?
Sure, to remove the grey out, just go to General Settings, under the Visual section change the "When player interface is disabled, GUI should" to whatever option you want.
To remove highlight/push from buttons, locate the GUI, open it, click the button you want to change and in Properties set the sprite for MouseoverImage and PushedImage to 0.

Also, remember to say which template you are using, just in case there are settings setup in script. But this should do it, in your case.
#393
Yes, I'm Portuguese. :)
Though I would suspect that "high demand" might be coming from the other side of the pond... more precisely Brazil... but I might be wrong of course. :D
#394
Yes, you can claim the event and just do not process the walk click.
I would probably just go on to Gloabal script, locate the on_mouse_click function, and for the walkto code, just add a
Code: ags

if (SittingAtBar) return;  //do noting, or break to end the function...
else processclick... 


But claiming the event would probably be more elegant... 
#395
That will work, if the player can only pickup and buy one thing (or one at a time).

I would probably use an int and call it something like valueToBePayed (or some other clever name). Start it at zero. Then just add the value of the item every time the player picks up at an item in the store, and decrees the same amount if the player places the item back in it's place (deciding he doesn't want it anyway). You can add this value as a custom property. This way you know exactly how much the player owns the store clerk and can even check if the player has enough money to pay for the item (and make him lose that amount when he's done paying).

Player can of course, only leave if (valueToBePayed == 0).  ;)
#396
This games looks great and very useful!  (nod)
I've been wanting to make one to learn my son Portuguese, but keep getting stuck on how the best way to ago around it. Your's looks fantastic! Voices sound great too.
#398
QuoteSometimes the mouse pointer appears outside the screen but not on it. What causes that?

I'm not sure what you mean by this? Elaborate or provide a picture (better yet, both  ;) ).

Also, to show the code format please use [ code=ags ] your code in here [ /code ] with no spaces inside the [ ] . Or click the # button below font face and above the similes.  :)
#399
Here's a related topic (except  in this case the point is to empty every item, but the way to check on the for loop, is what matters.

https://www.adventuregamestudio.co.uk/forums/index.php?topic=56858.msg636600942#msg636600942

Try it out and see if that helps.
#400
Yes, sorry it was Frame.  (nod) But glad you found it.  :-D

Code: ags

function room_RepExec()
{ 
  if(oNpc.Frame == 5 && gcarhealth.Width>=1) 
  gcarhealth.Width = gcarhealth.Width - 10;   
}

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