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Messages - Creator

#121
Make each car a character and search the manual for: Character.SetAsPlayer

Or you can use different views and just change views for each car:

Code: ags

player.ChangeView(2);
#122
I'm pretty sure it means the version of your game. Say you updated your game after releasing it. That would make it Version 1.0.1 or something.
#123
Look in the manual for 'Regions'. That should be what you're looking for.
#124
Yes. You are right. My apologies.
#125
Quote from: KhrisMUC on Sun 11/05/2008 19:53:15
You could put this in after fadein:
Code: ags
  Display("X: %d, Y: %d, V: %d, T: %d", player.x, player.y, player.NormalView, player.Transparency);


@KhrisMUC: I think you mean %s, not %d or am I wrong?

@Twilitwrath: If you want to try Khris's method (to see where you player is) try this code in after fadein:

Code: ags

Display("X: %s, Y: %s, V: %s, T: %s", player.x, player.y, player.NormalView, player.Transparency);
#126
Also make sure there isn't an object in front of your player. Probably a useless suggestion, but I did this once (took me 3 hours to figure it out too :-[).

Never mind. Re-read your post. You can still interact with hotspots. Missed that part. If there was an object over him, the character would move out from behind. Sorry.
#127
Beginners' Technical Questions / Re: Buttons
Wed 07/05/2008 08:09:05
With the other room module:

Code: ags

OtherRoom.ObjectOff(3, 0);


This will make the forcefield (object 0) in room 3 turn off (considering your forcefield is and object and not a hotspot).

To use variables you could try:

Code: ags

SetGlobalInt(1, 1); //Turn forcefield off


and then in the room where the hotspot is (in player enters room before fadein):

Code: ags

if (GetGlobalInt(1) > 0) {
  oForcefield.Visible = false; //oForcefield is your object acting as a forcefield
}


For more on GlobalInts look in the manual.
#128
Beginners' Technical Questions / Re: Maps
Wed 07/05/2008 07:59:03
I think what KhrisMUC suggested would work fairly good.

Create a new room as your map. Considering in your last post you said that you're in a 'base', I'm guessing it's some kind of building that you can enter. In the room you created as your 'map' make sure the player visibility property is switched to 'false' (this will make the character invisible in the map room). When you click on your map option from the main game use the 'ChangeRoom' function to go to the map room.

Code: ags

player.ChangeRoom(5); //Where 5 is the room you made a map


In the room that is you map put this in the 'player enters room before fadein' function:

Code: ags

if (player.PreviousRoom == 3) { //say room 3 is the bottom floor
  oCursor.SetPosition(x, y); //Where oCursor is your object showing where you are and x and y are where the cursor should be considering on the room.
}


this would make your cursor appear on the map screen's 'bottom floor' showing where you are.
When you want to exit the map screen just put:

Code: ags

player.ChangeRoom(player.PreviousRoom);


I hope this helps and I hope that I didn't make any mistakes (I haven't created a map screen ever in AGS, but this is the easiest way I could think of).
#129
The room you're leaving from could be bigger than the room your entering, so the player could be teleporting off the screen (to a bigger coordinate than the room you're going too has). Try setting x and y coordinates to the script. EG:

Code: ags

// room script file

function room_LeaveTop()
{
player.ChangeRoom(2, x co-ord, y co-ord);
}
#130
Wow, a new version coming out already. Give me time to use 3.0.1 first! Great job CJ, keep up the good work!
#131
Thanks for the comment on my story. I agree that the rest of it was not really as good as it could have been (with the dialog only having 3 options and the game practically pushing you in the right direction all the time), but because the story is so open-ended I'll probably start making a sequel when I finish my mid-year exams. Untill then I'll plan out what I can add to MitM 2 to make the story more exciting and make the game play more fun.
#132
I'm glad I inspired you... somehow.
In what way was the ending annoying?
#133
Just thought I'd add that I have just updated the .exe file.
.exe available from the website (link in first post).
#134
OK I updated it.

The download link from the AGS website downloads a .zip version of the game and you can skip text with the mouse. I will upload an updated .exe version soon for people who want the .exe.
#135
Quote from: egamerI think the action to escape the buttler was counterintuitive.

Ha ha, yeah. When I was creating that scene I realized that there was nothing in the room to actually use to escape from the butler and I couldn't think of anything. That's what happens when I start to get lazy  :P
If I start to develop a sequel I'll create better puzzles, but first I have to find someone who can draw.
#136
Try:
Spoiler
Clicking on yourself when the butler's after you
[close]
The readme has useful information like that under 'Mouse'.
#137
Quote from: megafun on Wed 20/02/2008 21:03:01
why did you erased my very constructive critics

Are you talking to me? If you are: I didn't erase anything. I want constructive criticism. If enough people like this game (story-wise that is) I'll probably get someone who is better at drawing than I am to help me.
#138
Screen shots are below:




#139
OK. I'm guessing you want to know about my new game.

Story:
2 people enter into a game show that's hosted in a mansion.
Murders and such start happening. As is usual everyone start's suspecting someone as the most likely murderer.
Is it the Butler, the Golfer or the Ninja?
How will these people escape from the mansion and who or what is killing in the first place?

That's basically it (copied it from my readme, I'm so lazy  :P).

Downloads are here: http://www.adventuregamestudio.co.uk/games.php?action=download&game=996

and here: http://www.freewebs.com/salmond-key_productions/murderinthemansion.htm  (.exe version available from here only)

And thanks to m0ds for letting me use some of his music from 'Trilby's Notes' and '6 Days a Sacrifice'.
#140
Never mind my above post. I figured it out. No bugs found so far. Good job CJ.
:-[
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