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#141
I have encountered a bug.
My music files aren't found when my game is compiled and ready to be distributed. The music files work fine when running the game from the editor (both with and without debug mode on) and from Windows Media Player, but don't work when running the game from the executable. The files are in MIDI format. Is that a problem with the editor or my machine?
#142
All your questions have been answered.

Quote from: KhrisMUC on Tue 01/01/2008 20:08:42
Set the GUI to PopupModal, then it won't be visible from the start and will pause the game when it's being shown.

Quote from: Crazy on Tue 01/01/2008 17:20:30
Then when you click the quit button, make it run a script and in that script put something like gWhateverthehellyoucalledthegui.Visible=true;
#143
Unless you have your other characters changing rooms use this in your room script:

Code: ags

function repeatedly_execute_always () {
    character[n].WalkStraight(Random(Room.Width), Random(Room.Height), eNoBlock);
}
}


That shouldn't slow down your game much (if at all) and should keep the player's walk cycle smooth.

I hope this helps.
#144
Perhaps this might work:

Code: ags

//Player enters room before fade-in
if (player.PreviousRoom == 1) {
  player.FaceLocation(player.x-1, player.y); //Face left
}
else if (player.PreviousRoom == 2) {
  player.FaceLocation(player.x, player.y+1); //Face down
}
//etc.


I pretty sure blocking scripts cannot run before fade-in so you should leave it as a non-blocking command.
#145
I assume that you're using either AGS 2.72 or AGS 3.0 because I don't recognize the commands you're using. If you are using the newer version(s) the code should be:

Code: ags

-label name-.Text = "Searching...";


and

Code: ags

txtUserInput.Text = "";
#146
In the previous room make the character face the location before changing rooms, but make sure it's a blocking script (which always works for me).

Code: ags

player.FaceLocation(player.x-1, player.y, eBlock); //Player faces left
player.ChangeRoom(2);
#147
Oops. Sorry. InventoryQuantity is what I meant. I always get those two mixed up. Sorry if I confused you there ncw14.
#148
This should suit your needs:

Code: ags

mouse.Mode = eModeInternet;


I hope that's what your where looking for.
#149
Try this:
Code: ags

if (player.ActiveInventory == iDw) { //iDw is the script name for "Devil's Weapon"
  player.ChangeRoom(16);
}


That should work to start the second quest.
#150
I guess you could try:

Code: ags

if ((Mouse.IsButtonDown == true) && (mouse.mode == eModeWalkTo) && (mouse.y > 160) && (mouse.x > 390)) {
//fall off cliff
}


where the co-ords past x and y are where you have to fall off. You could also put mouse.x < and mouse.y > in there as well.

Sorry if this doesn't make sense. I'm in a bit of a hurry.
#151
If it's the first time the player is entering the new room (where the cutscene continues) you can use the 'First Time Player Enters Room' command, but if you have already entered that room you could use a variable, GlobalInt or if there is a character in the room which is only there for that cutscene you could use
Code: ags

if (cCharacter.Room == player.Room) {
  //play cutscene
}

in the 'Player Enters Room After Fade In'.
#152
I'm interested.
I live in Australia, in Melbourne, but I probably couldn't go (I'm still 15, my parents wouldn't let me  :-[ . Maybe in a few years time if something like this pops up again...).
#153
You can always change the background frames (using the animating background frames, you'll find this in the manual).
#154
General Discussion / Re: Reverse Yo Mama Jokes
Sat 12/05/2007 11:18:36
Yo momma's so fat, each time she turns around it's her birthday.
#155
Quote from: paolo on Sat 12/05/2007 08:25:35
Do I need to set up separate loops within the talk views for the "silent" mode?

Yes.
#156
Just uncheck the 'Say' option in the dialog editer pane and in the dialog script put:
Code: ags

EGO: Maybe later

I'm pretty sure that's what you wanted.
#157
Quote
No, WHAM is right - ints are set to 0 at declaration unless you say otherwise, so while cutscene ++; will set it to 1, it'll be 'destroyed' when the interaction finishes and re-declared as 0 next time the player steps onto the Region. Placing the declaration (int cutscene;) at the top of the room script (or just anywhere before you need to use it, provided it's outside of any functions) should work for cases like this, where it only has to affect things in the one room.

Woops, sorry, I was thinking wrong, the variable should be put at the start of the room script shouldn't it (now I know why my game wasn't working  :P)?
#158
Didn't you notice the cutscene++; at the end, but if that doesn't work (because i have kind of the same problem) you could try cutscene+=1; (which probebly wouldn't work anyway) or you could use a GlobalInt eg:

Code: ags

if (GetGlobalInt(1) == 0) {
character[0].StopMoving();
cAi1.Say("&1 Ok, lets get moving!");  
cAi1.Say("&2 Ellie, I want you to check the containers!");
cAi1.Say("&3 Get going!");
cAi2.Say("&1 Yes sir!");
character[2].Walk (269, 140, eBlock);
object[0].SetView(3);
object[0].Animate(1, 3);
character[2].Walk (313,140);
cAi1.Say("&4 Mike, you have to check the engines.");
character[2].ChangeRoom(10);
object[0].SetView(4);
object[0].Animate(1, 3);
cAi1.Say("&5 You know where they are, so get moving!");
cAi1.Say("&6 I have to get to the command room, and send out the distress signal.");
SetGlobalInt(1, 1);
}

if you want to make the variable go down:
Code: ags

SetGlobalInt(1, 0);


also making the variable go down is optional, that's just there incase you want it to go down.
(and no, I don't think variables can be called from the global script, I came accross something in the manuel, but it looked REALLY complicated)
#159
Code: ags

int cutscene;
if (cutscene == 0) {
character[0].StopMoving();
cAi1.Say("&1 Ok, lets get moving!");  
cAi1.Say("&2 Ellie, I want you to check the containers!");
cAi1.Say("&3 Get going!");
cAi2.Say("&1 Yes sir!");
character[2].Walk (269, 140, eBlock);
object[0].SetView(3);
object[0].Animate(1, 3);
character[2].Walk (313,140);
cAi1.Say("&4 Mike, you have to check the engines.");
character[2].ChangeRoom(10);
object[0].SetView(4);
object[0].Animate(1, 3);
cAi1.Say("&5 You know where they are, so get moving!");
cAi1.Say("&6 I have to get to the command room, and send out the distress signal.");
cutscene++;
}

if you want to make the variable go down:
Code: ags

if (cutscene > 0) { //you put this after your scene natrually
cutscene--;
}
#160
just turn the region off  ;D :

Code: ags

character[0].StopMoving();
cAi1.Say("&1 Ok, lets get moving!");  
cAi1.Say("&2 Ellie, I want you to check the containers!");
cAi1.Say("&3 Get going!");
cAi2.Say("&1 Yes sir!");
character[2].Walk (269, 140, eBlock);
object[0].SetView(3);
object[0].Animate(1, 3);
character[2].Walk (313,140);
cAi1.Say("&4 Mike, you have to check the engines.");
character[2].ChangeRoom(10);
object[0].SetView(4);
object[0].Animate(1, 3);
cAi1.Say("&5 You know where they are, so get moving!");
cAi1.Say("&6 I have to get to the command room, and send out the distress signal.");
region[1].Enabled = false;
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