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Messages - Chomba

#121
Hi,
I sent you an email
#122
Thanks again, Khris,

The second room was my way to go if I didn't get any answers. But I knew there had to be another way.

I'll go with the first option this time, but I'll save the script for later!

Again, thank you very much! Almost everything I'm learning about AGS beyond the basics was thanks to these forums and the people who vouch for these places!

Edit to avoid another post:
I did the transparency thing and it worked fine, at first it didn´t until I noticed that the object has to be on "Clickable" mode :P
#123
Hello again,

I was thinking about an idea a few days ago, but I couldn't get the desired effect.

Here's the thing:

I have my character in a room, and when he interacts with an object he gets close to it and bends down to observe it.

Then an image that I separated into two different objects appears (one for the background and another for the interactive part of the image: the hand of the dead man).

(once the correct interaction is done it will not vary or anything in the image, it will only activate the option to pick up the gun outside the image that will not appear again)


So far so good. The character comes walking up, I have the animation where he bends down, the image appears and I can even use objects with my hand. The problem is that if I click somewhere else the character keeps moving (obviously with the lockview on). And what I want is that it does not move until I interact with another button (which I will do) to exit the image.

I tried to use *Stopmoving but it didn't do the trick.
#124
I will try it and let you know how it went!

Thanks!

QuoteOk, so you're using the global unhandled_event() for this?

Yes, te one that comes with the two clicks template.

Edit to avoid another reply:

Thanks a lot Khris! That was just what I needed! It worked perfectly!
#125
Hi! I hope you are all doing fine!

I'm making my first game with AGS. So far I could manage just looking at the forum, the manual and youtube videos (Densming, you are a God!  :grin:).

But I have a problem that I couldn't find a solution to, maybe I overlooked it, since English is not my mother tongue.

The problem

The thing is that I have the dialogs defined for when an interaction with some item is not assigned and they work well.
Except when some object or hotspot already has a defined interaction with some inventory object. Then I have to set the interactions with all the other items that are not the one to be used in that situation so that the player has some response when using the wrong object. There are some commands to basically put to the program that:

-If you use inventory X, do this.
-If you don't use inventory X in this object Do / say this

instead of going one by one?

I'm sorry if this already had an answer, but if so I couldn't find it anywhere.

Thank you
#126
Hi! I downloaded the demo and was able to complete it.

Spoiler
I have to admit that I had a hard time deciphering the key to the alarm, especially because of the order of the numbers.
[close]

I'll try to buy you at least a coffee when I can!

I'm also Argentinean (it's weird to write to you in English knowing that we speak the same language).

If I can give you a hand with something, let me know. I do pixel art and can help with puzzle design.

Greetings!

PS: I like that it starts in Patagonia, where we can also suffer alien invasions haha
PS II: You can see some of my recent work on my insta: el_chomba

Edit by the 200 time: I just saw in an interview that someone made you that you are from Comodoro! So am I! I grew up in the Quirno Costa Hood and then I came to study to La Plata in 2007.
If you feel like it, it would be good to get in touch!
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