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Messages - Crimson Wizard

#13621
Quote from: aedwards00 on Mon 15/03/2010 15:35:24
EDIT:  Using your method i get the following error

"Failed to save room room1.crm; details below
room1.asc(3): Error (line 3): Expected integer value after '='"

The line in question being
Code: ags

int combination = new int[6];


You must write this:
Code: ags

int combination[] = new int[6];


You missed [] after variable name. That is - you declared simple integer instead of array and tried to apply array reference to it.
#13622
Better just post whole room script.
Or, at least point out what is line 7 in room.asc.
#13623
Erm... perhaps you are using older version of AGS? You should tell which one.
My code should work for AGS 3.+, I believe.
#13624
You have a weird syntax error there:

Code: ags
 Overlay "textOverlay;



It must be:

Code: ags
 Overlay * textOverlay;


Use * (asteriks) to declare pointers.


Also closing bracket is missing for Overlay.CreateTextual call.
#13625
This works for me in my own game:

in header:
Code: ags

import function SG_InitEnemyRails(int Count, int Ys[], bool FirstForMelee = true);


in source:
Code: ags

function SG_InitEnemyRails(int Count, int Ys[], bool FirstForMelee)


usage:
Code: ags

int Ys[] = new int[6];
...
SG_InitEnemyRails(6, Ys, true);
#13626
Hmm... after reading monkey's post I think I may be mistaken about difficulty of this...
#13627
Quote from: shaungaryevans on Sun 14/03/2010 23:56:20
i would like to know how can i get my character to hold a shield, or would to be easier creating a copy of the sprite and put a shed on the image?
Hmm, yeah, in this case I did not understand what you mean before.
But, anyway, as Xenogia said earlier, it is usually better to make seamless sprites, i.e. duplicate all the walking etc sprites and draw shield or whatever else on them.
Making items as separate object in AGS would require some complex scripting in my opinion, because you will have to make shield follow your character properly, depending on all his moves.
I guess only case when you need this (second) variant is f you want to have lots of equipable items which change player's view.
#13628
maybe  :-[ Okay, I'm sorry and ashamed... though I did not fully realized my answer was arrogant. That is maybe... sometimes it is difficult to choose the proper tone of answer, especially when you don't know whom you speak to, e.g. how old is he/she, etc. Sometimes I'm afraid of explaining elementary stuff in serious tone, for it may sound as if I think my interlocutor is dumb.. maybe I am wrong here.
#13629
Wow, I became an asshole... does this mean I am true member of forums now?   ;D ::)

Quote
If your question was actually HOW you make a character HOLD an object, this is indeed the right place to post this question.
I think it was question of drawing... but, okay, to say truth, that was kind of question that I don't fully understand. Maybe I am thinking too hard, and can't recognise meaning of elementary questions anymore.
#13630
Quote from: shaungaryevans on Sat 13/03/2010 21:43:16
I want to creating some charaters that punches and holds things, but I am no good of creating these on paint or by hand, can anybody advise me of any other way of creating these please?
If you can't draw yourself, the only other way to create character images is finding other people who would do this  ;D.
Seriously, what answer do you expect? There aren't magic programs that create images for you.
BTW, if you need help with your game, you can post here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36479.0
#13631
Um... does anyone know how sidewalks looked like in Europe of XIX century? Were they paved or already made from asphalt sometimes?
Also if anyone can link a good  mid-late XIX century photograph or painting of street with sidewalk clearly visible I'd be much grateful.
#13632
General Discussion / Re: Robot unicorn attack!
Wed 10/03/2010 21:37:44
BTW, I think that the longer you hold jump button, the longer jump is. Am I correct?
#13633
Quotealways wondered what that button was for...

You can now contribute your experience here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40293.0
;D ;D ;D
#13634
Quote from: virtualpsycho on Mon 08/03/2010 02:48:00Siobhan is still holding gun but I just cant get the bear to register with jim to complete the game.
Siobhan is a girl from "Trilby's Notes", and that one is Simone Taylor, if I remember it right :)
#13635
Seriously, monkey is right in his way, there's no simple script for that kind of things. It usually requires lots of scripting, but before scripting it requires lots of thinking, planning module logic, etc.

By the way, there's Ahmed's fighting game available, maybe you will find it useful, it has open code: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20327.msg515108#msg515108
#13636
General Discussion / Re: Robot unicorn attack!
Tue 09/03/2010 15:19:18
Cool but tough :)
#13637
There's more simple and silly way to do this. NOTE: I never did this, but I guess it must work.
Create dummy characters, amount depends on your wish.
Each character has different transparency.
To achieve effect, position characters in a row and move the to new position each tick after the real character, also changing their View frames accordingly.
#13638
Standart dialog speech method cannot be overriden, all you can do is create background GUI for text output (like seen in some Sierra games - KQ and Quest for Glory for instance). If you can make balloon-like gui with a text window and bind it to use as "speech gui", that will solve your problem much easier.

If that does not work for some reason(s), you will have to use method mentioned above. In such case you still can use Dialogs, but instead of writing plain sayings, you'll have to write in script lines (cRoger.SayBalloon etc) preceded by space (this is how scripts work in Dialogs).
#13639
Quote from: gambet on Mon 08/03/2010 17:51:17
We made our baloon gui with a label, but how to put the dialogs into label
For example, make an extension function:

Code: ags

function SayBalloon(this Character*, String text, int delay)
{
    gBalloonGui.Visible = true;
    gBalloonLabel.Text = text;
    WaitMouseKey(delay);
    gBalloonGui.Visible = false;
}


Then you can use this like:
Code: ags

cRoger.SayBalloon ("bla bla bla", 100);
cSomeGuy.SayBalloon ("meh", 50);
#13640
General Discussion / Re: StarCraft anyone?
Mon 08/03/2010 11:20:22
Heh, well, I made myself a battle.net account (never had one before) and posted beta opt profile there. Let's see if Blizzard decide to make me a beta tester  ;D
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