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Messages - Cassiebsg

#781
Uhm, I think you probably have to turn off the automatic "animate over hotspots" and code your manually, so it only animates where you code it.

I used my code on a VerbCoin system, to only display the available options for each hotspot, but my cursor always animated/highlighted when it was over a hotspot, since that was what I wanted it to do.

I can't remember how Sam&Max system worked and I have trouble understanding exactly what you want to do. Sorry. (maybe post a video/animated gif so we can see what's it doing and what you want it to do?)
I'm no experienced coder, I just go in a trial and error mode until things work the way I want, then I look the code through and try to see if I can improve it and tidy it.
#782
QuoteBut the script of the button (this button is in a GUI that appears before the fade in too) is in the Global script

Isn't Global script read before room script?

Think like, CW says, you need to post all your code that deals with these functions, also the code where you call the GUI.
#783
How Jack, that's really hot.  (nod) I don't envy that lone man, not at all.  (wrong)

Do I notice a theme in your latest entries?  ;)
#784
You need to add an if/else condition for each mode, not just for interact with/without inventory

That means: IsInteractionAvailable(click_x, click_y, eModelookat); ... IsInteractionAvailable(click_x, click_y, eModeWalkto); ...  IsInteractionAvailable(click_x, click_y, eModePickup); ...
#785
general settings
#786
Awesome! Love the menu!  :-D
#787
This might be a shot in the dark, but I decided to google if by any chance NY has a bird sanctuary... and it HAS!  8-0 So maybe the birds on the poem are real birds?

The Riverside Park Bird Sanctuary  is located just slightly bellow Grants Tomb and the Riverside Church (seems to be named in the map as Cathedral of St. John the Divine, though)

Also "where she stayed" might just be referring to her home address. After all,  the previous victims were found at their own homes.

Maybe the clues point to a specific address (her home or "murder" site) at the intersection of 4 different locations (or 3 if it's an triangulation)?
#788
I don't think he's chasseing the "bad eggs in the judicial system". He's after people that have committed "crimes" and got away with it, mostly because the crime can't be legally proven.

I'm currently out of ideas about theories.  :-\
#789
 (laugh)
Making a game where the objective is going from one end of the room to the other, like a new blind person... one could probably make this little task take a couple days game play that way.  (laugh) (laugh) (laugh)

This reminds me of PQ, where I stop the drunk driver and know exactly what to do, but no matter what I typed it didn't worked: use test, give test, take test, use DUI test, look test... etc etc etc... took me 2 years to get past that "puzzle" (finally got a walkthrough) ... turns out "administer test" was the magic words  >:( I was really mad! (but at least I never forgot the solution and the word!  (laugh) )
#790
Yeah, like I said my code was taken from the sierra, you need to adapt it to what you have.

Also, I  did point out that you were most likely missing the line to populate the list: .FillSaveGameList(); Meaning, check how to use it in the manual so you can use and adapt it to your game.
#791
Let me check the code from my game, since I did mine like that.

Edit:
The command you need is: IsInteractionAvailable

You place it inside a if/else condition that checks if the mode is available. This if/else will of course be checked where your change/show the options available.

Code: ags

function name()
{
 int click_x = mouse.x;
 int click_y = mouse.y;
 if (IsInteractionAvailable(click_x, click_y, eModeInteract) // this might be inside another condition or have extra conditions to make it work right with your game 
 {
   // Add the code to [i]display[/i] the interaction button here
 }
 else // Add the code to [i]hide[/i] the interaction button here
  
// Repeate if/else condition for all your mouse modes here (or there might be simpler way to go thru them)

}



Hope it helps.
#792
I think there's a setting on the game settings to turn it off. Can't check atm.
#793
Technically, I see what you mean about "look" and "examine"... if one looks at something it's normally hands off and might be from a distance. While "examine" would require to come rather close, maybe even pickup an object (if it can be picked up) and rotate it and check every inch of it. In a wall or a desk, that you can't pick up, you would probably run your fingers along the surfaces trying to determine if you could feel some anomaly. Personally I like this, but yes, make sure the player knows the difference, and maybe only allow examine after looking? Don't know.  :-\

That said, thru the years of adventuring we've been "taught" to look and that look will give you all the info you need (though sometimes a clue that you need to look again to get more info). Parser games and text adventures I didn't play that many and those memories are took long away to help me do comparisons. But the only game I remember having something similar (and it was just using the look command) and LLSL and SQ1, that require you to come close or to a specific place to get a more detailed description (and people seem to hate this mechanics).
#794
Chief Mandle, can we send a dispatch to Williamsburg Bridge?

I agree with the Bridge theory, plus Williamsburg bridge is one that still has trail tracks and "once held four trolley tracks"... maybe troll=trolley is a kind of "poetic justice"? Also the word "betwixt" might be a clue to this bridge that starts with Wi. Maybe make sure all the trolley/rail tracks are clear (both above and under?)

Oh, and can we ask that they keep a keen eye for disturbances in the ground while checking under the bridges (in case the killer has buried the victim, like the victim buried those she trolled?)

PS:
Spoiler
I just noticed that if you go down/right the avenue/road from Williamsburg you come to Bushwick... maybe this is the clue included in "betwixt"?
[close]
#795
Victims:

Who - Where - Why - How:
lawyer - Bushwick apartment - accused of bribing witnesses into providing false testimony - stabbed multiple times, with his own Oath Of Attorney pinned to his chest, with the knife, by the final thrust through his heart.
judge - Richmond Hill house - accused of sexual assault against a court security guard - found tied to a chair and beaten to death with his own gavel

Possible next victim?: Policeman accused of corruption?
#796
One week to go. Any one working on something?
Remember that you can use the BG for your current game/MAGS entry as well... or just do it for fun.  ;)
#797
This is the code I have in an older game of mine, which is probably just copy/paste from the Sierra template (the only template that uses this kind of save/load menus).



Code: ags

function show_save_game_dialog()
{
  gSaveGame.Visible = true;
  // Get the list of save games
  lstSaveGamesList.FillSaveGameList(); /// Note. I think this is the code you're missing, it populates the list
  if (lstSaveGamesList.ItemCount > 0)
  {
    // If there is at least one, set the default text
    // to be the first game's name
    txtNewSaveName.Text = lstSaveGamesList.Items[0];
  }
  else
  {
    // No save games yet, default empty text.
    txtNewSaveName.Text = "";
  }
  mouse.UseModeGraphic(eModePointer);
  gIconbar.Visible = false;
}

function show_restore_game_dialog()
{
  gRestoreGame.Visible = true;
  lstRestoreGamesList.FillSaveGameList(); // This populates the list.
  mouse.UseModeGraphic(eModePointer);
  gIconbar.Visible = false;
}

function close_save_game_dialog()
{
  gSaveGame.Visible = false;
  mouse.UseDefaultGraphic();
  gIconbar.Visible = true;
}

function close_restore_game_dialog()
{
  gRestoreGame.Visible = false;
  mouse.UseDefaultGraphic();
  gIconbar.Visible = true;
}


Put this code above your save/load _onClick, then call the functions bellow.
So your button_OnClick would look like this:

Code: ags

function btnConfirmSave_OnClick(GUIControl *control, MouseButton button)
{
  show_save_game_dialog();
}

function btnLoadGame_OnClick(GUIControl *control, MouseButton button)
{
  show_restore_game_dialog();
}


Alternatively, you can try and add the lines .FillSaveGameList(); to your code and see if it solves the problem.  :)
#798
The Rumpus Room / Re: The 4 word story thread
Sat 20/06/2020 07:28:28
Now, place that hat
#799
So are you saying that all you did was just copy the text from the site and nothing else?

Did you, or did you not, connect the code to the buttons event? That is, select the button, click the events button (the one with a yellow ligthing symbol) and then click the ... to connect the button? Also, if you did so, what are your button names and which function name is shown on the event panel "On click" ?

And last, please wrap your code with the code tag (that's the # symbol here on the forum).
#800
Yes, but you need to post the code for the save/load buttons, or we can't help you.

And you didn't answer which template you are using, if any.
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