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Messages - DBoyWheeler

#681
Well, the previous error was with the save game name, but I took care of that.

Code: ags

function lstSavedGamesList_OnSelectionChanged(GUIControl *control)
{
  txtNewSaveGame.Text = lstSaveGamesList.Items[lstSavedGamesList.SelectedIndex];
}


Now the hassle is Error (Line 145): undefined symbol 'lstSaveGamesList'.  And I could've sworn I gave the listbox the name "lstSaveGamesList".
#682
Yeah, I shoulda done that in the first place.  :tongue:

Hold up... *gets up the game program...*

Code: ags

// main global script file

bool LydiaGameStart;

//Global variable needed for the "Death Messages", especially if a player decided to leave the Restore Game GUI
//and wanted to Restart or Quit instead.
bool IsLydiaAlive;


// called when the game starts, before the first room is loaded
function game_start() 
{
  IsLydiaAlive = true;
}

// put anything you want to happen every game cycle in here
function repeatedly_execute() 
{
}

// put here anything you want to happen every game cycle, even when the game is blocked
function repeatedly_execute_always() 
{
}

// called when a key is pressed. keycode holds the key's ASCII code
function on_key_press(eKeyCode keycode) 
{
  if (IsGamePaused()) keycode = 0; // game paused, so don't react to keypresses
  
  if (keycode == eKeyCtrlQ) QuitGame(1); // Ctrl-Q
  if (keycode == eKeyF9) RestartGame(); // F9
  if (keycode == eKeyF12) SaveScreenShot("scrnshot.pcx");  // F12
  if (keycode == eKeyCtrlS) Debug(0,0); // Ctrl-S, give all inventory
  if (keycode == eKeyCtrlV) Debug(1,0); // Ctrl-V, version
  if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas
  if (keycode == eKeyCtrlX) Debug(3,0); // Ctrl-X, teleport to room
}

function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
  }
  else if (button == eMouseLeft) 
  {
    ProcessClick(mouse.x,mouse.y, mouse.Mode);
  }
  else // right-click, so cycle cursor
  {   
    mouse.SelectNextMode();
  }
}


function btnInvUp_OnClick(GUIControl *control, MouseButton button)
{
  invLydiaInv.ScrollUp();
}

function btnInvDown_OnClick(GUIControl *control, MouseButton button)
{
 invLydiaInv.ScrollDown();
}

function btnInvSelect_OnClick(GUIControl *control, MouseButton button)
{
  mouse.Mode = eModeInteract;
}

function bSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.Mode = eModeInteract;
  gSaveGame.Visible = true;
}

function bRestoreGame_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.Mode = eModeInteract;
  gRestoreGame.Visible = true;
}


function bRestartGame_OnClick(GUIControl *control, MouseButton button)
{
  gRestartGUI.Visible=true;
  gIconbar.Visible=false;
  mouse.Mode = eModeInteract;
}

function bQuitGame_OnClick(GUIControl *control, MouseButton button)
{
  gQuitGUI.Visible=true;
  gIconbar.Visible=false;
  mouse.Mode = eModeInteract;
}


function bAboutGame_OnClick(GUIControl *control, MouseButton button)
{
  Display("Lydia and the Mystery of Nellreno Manor[[by Danny 'D-Boy' Wheeler");
  //More credits and info will be added later on.
}

function bResumeGame_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.UseDefaultGraphic();
}

function sSoundVolume_OnChange(GUIControl *control)
{
  System.Volume = sSoundVolume.Value;
}


function sSpeedSlider_OnChange(GUIControl *control)
{
  SetGameSpeed(sSpeedSlider.Value);
}

function bInventory_OnClick(GUIControl *control, MouseButton button)
{
  gInventory.Visible = true;
  gIconbar.Visible = false;
  mouse.Mode = eModeInteract;
}

function bSystem_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = true;
  gIconbar.Visible = false;
  mouse.Mode = eModeInteract;
}

function txtNewSaveGame_OnActivate(GUIControl *control)
{
  bSaveGame_OnClick(control, eMouseLeft);
}

function lstSavedGamesList_OnSelectionChanged(GUIControl *control)
{
  txtNewSaveName.Text = lstSaveGamesList.Items[lstSavedGamesList.SelectedIndex];
}

function bNewSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSavedGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSavedGamesList.Items[i] == txtNewSaveName.Text)
    {
      gameSlotToSaveInto = lstSavedGamesList.SaveGameSlots[i];
    }
    i++;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
  gSaveGame.Visible = false;
  gIconbar.Visible = true;
}

function bDeleteSaveGame_OnClick(GUIControl *control, MouseButton button)
{
   if (lstSavedGamesList.SelectedIndex >= 0)
  {
    DeleteSaveSlot(lstSavedGamesList.SaveGameSlots[lstSavedGamesList.SelectedIndex]);
    lstSavedGamesList.FillSaveGameList();
  }
}

function bCancelSave_OnClick(GUIControl *control, MouseButton button)
{
  gSaveGame.Visible = false;
  gIconbar.Visible = true;
  if (!gPanel.Visible) mouse.UseDefaultGraphic(); 
}



function bRestoreSavedGame_OnClick(GUIControl *control, MouseButton button)
{
  if (lstRestoreGamesList.SelectedIndex >= 0)
  {
    RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
  }
  gRestoreGame.Visible = false;
  if IsLydiaAlive = false;
  {IsLydiaAlive = true;
  gDeathMessageGu.Visible = false;
  gIconbar.Visible = true;}
}

function bCancelRestore_OnClick(GUIControl *control, MouseButton button)
{
  gRestoreGame.Visible = false;
  if IsLydiaAlive = false {gDeathMessageGu.Visible = true;}
  else if (cLydia.Room == 1) {gTitleScreenGUI.Visible = true;}
  else {
    gIconbar.Visible = true;
    if (!gPanel.Visible) mouse.UseDefaultGraphic();}
}

function bYesRestart_OnClick(GUIControl *control, MouseButton button)
{
  RestartGame();
}

function bNoRestart_OnClick(GUIControl *control, MouseButton button)
{
  gRestartGUI.Visible = false;
  gIconbar.Visible = true;
  if (!gPanel.Visible) mouse.UseDefaultGraphic();
}

function bYesQuit_OnClick(GUIControl *control, MouseButton button)
{
  QuitGame();
}


function bNoQuit_OnClick(GUIControl *control, MouseButton button)
{
  gQuitGUI.Visible = false;
  gIconbar.Visible = true;
  if (!gPanel.Visible) mouse.UseDefaultGraphic();
}

function bDeathRestore_OnClick(GUIControl *control, MouseButton button)
{
  gRestartGUI.Visible=true;
  gDeathMessageGu.Visible=false;
  mouse.Mode = eModeInteract;
}


function bDeathRestart_OnClick(GUIControl *control, MouseButton button)
{
  RestartGame();
}


function bDeathQuit_OnClick(GUIControl *control, MouseButton button)
{
  QuitGame();
}

function bTitleNewGame_OnClick(GUIControl *control, MouseButton button)
{
LydiaGameStart = true;
cLydia.ChangeRoom(301);
}

function bTitleLoadGame_OnClick(GUIControl *control, MouseButton button)
{
  gTitleScreenGUI.Visible = false;
  gRestoreGame.Visible = true;
}


function bTitleQuit_OnClick(GUIControl *control, MouseButton button)
{
  QuitGame();
}
function iPocketknife_Look()
{
  Display("Lydia is carrying her pocketknife. [She recently had it sharpened and cleaned, and ready for duty.");
}

function iRope_Look()
{
  Display("Lydia is carrying some rope. [It looks well woven, and ready for good use.");
}

function iFlashlight_Look()
{
  Display("Lydia is carrying a flashlight. [The battery had recently been replaced, so it's ready to light dark areas really well.");
}

function iHotSauce_Look()
{
  Display("Lydia has a bottle of hot sauce. [The label alone shows what its contents might be like.");
}


function iHatchet_Look()
{
  Display("Lydia is holding a hatchet. [Despite being in a stump for a long time, it looks to be in good shape.");
}

function iMansionKey_Look()
{
  Display("Lydia is holding a golden key. [It seems to be the size to fit in a front door of a fancy house.");
}

function iGateKey_Look()
{
  Display("Lydia is holding a silver key. [It looks large enough to open some sturdy gates to a mansion or villa.");
}


function iCryptKey_Look()
{
  Display("Lydia is holding a creepy-looking metal key with a skull on it. [Perhaps it opens a crypt or tomb of sorts.");
}


function iRecipeCard_Look()
{
  Display("Lydia has a card containing a marble cake recipe.");
}


function iCupcake_Look()
{
  Display("Lydia has some cupcakes she made using the Marble Cake recipe.");
}

function iTreatedCupcake_Look()
{
  Display("Lydia has some Marble Cupcakes that are laced with the Knockout Drops. [Could be useful against a dangerous enemy.");
}


function iWhiskey_Look()
{
  Display("Lydia is holding a flask of whiskey. [Someone must like this particular drink.");
}


function iFormula_Look()
{
  Display("Lydia is holding a card with a formula for [a strong dissolving agent. [This might be useful.");
}


function iMakeup_Look()
{
  Display("Lydia is holding a makeup compact. [There's still some makeup powder in it.");
}


function iPlumbClean_Look()
{
  Display("Lydia is carrying a tub of pluming cleaner.");
}


function iMarbles_Look()
{
  Display("Lydia is carrying a bag of marbles.");
}


function iChemSet_Look()
{
  Display("Lydia is VERY carefully carrying a chemistry set. [Despite the chemicals not being used for a long time, [the chemicals still look like they can be used.");
}


function iEmptyVial_Look()
{
  Display("Lydia is holding an empty vial. [But it's still intact, so perhaps it can be used.");
}


function iReadyVial_Look()
{
  Display("Lydia has an empty vial that has the dissolving agent formula near it. [It's ready to be used for the concoction.");
}


function iDissolveAgent_Look()
{
  Display("Lydia is holding a vial of dissolving agent. [Now to use it on something that needs to be removed quickly.");
}


function iKnockoutDrops_Look()
{
  Display("Lydia is holding some knockout drops. [Seems someone has trouble going to sleep at night.");
}

function dialog_request(int param) {
}
function btnInvOk_OnClick(GUIControl *control, MouseButton button)
{
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
}


Yeah, I wanted to take care of all the global stuff before getting into the "nitty gritty" of each situation.  I took care of some of the Inventory and System Panel (I think)... but what could be causing error messages to pop up?
#683
Man, I've gotten all my characters and rooms and stuff ready (plan to get more music and sound FX once the programming is done).

But everything that hadn't gone wrong before is now going wrong.  Every time I try to test run stuff, I see errors popping up.  Some of them I fixed easily, but others I'm not sure how to fix.

As for specifics on what those problems, I'm not sure how to state them.  Um, if it is all right, should I post the file in progress so others can see it and try to find out what might be going wrong?
#684
Oh, so it's almost like a martial-arts version of Quest for Glory.

Let's see how this game turns out--looks great so far.
#685
Hmm... that'd make a great AGS project... make a game based on an eff'ed up dream you once had.  Whether it be in recent days, or maybe way back in your childhood, this'd be a great project for AGS.
#686
Quote from: Adeel S. Ahmed on Fri 21/11/2014 23:17:45
I sometimes dreamt of nuking England and conquering the world. I was getting those dreams when I was playing CiV too much.

What's CiV?  Not sure if I know that particular acronym.

Anyway, THAT would be a frightening prospect if it came true!
#687
Quote from: Retro Wolf on Fri 21/11/2014 22:23:35
I've had a lot of dreams where I've got spiderman powers, not so much the climbing part but swinging and being able to shoot my webs to pick up stuff. It's pretty cool.

Cool, so I'm not the only one with bizarre dreams (I mean, sometimes weird dreams can be cool too).

Quote from: Mandle on Fri 21/11/2014 22:24:28
Hmmmm, let me consult "Freud's Guide To Dreams":

For that exact dream-sequence it says: "You love your mother, and hate your father."

...

Hang on!!! It says that for every dream-sequence!

Oh, geesh!  (laugh)  What book are you reading from, dude?  That can't be an actual copy of "Freud's Guide To Dreams"! :P  Anyway, thanks for your feedback, and I'm curious of others' feedback as well.
#688
Last night I had a REALLY bizarre dream!  It was partly cool, partly "semi-nightmarish", but it was Quest for Glory related (so I believe it fits in this section of the forum).

So, in my dream, it looked like I was playing some hacked/fangame version of QG4: Shadows of Darkness.  The hero looked like he was not only talking to ("non-vampirish") Katrina, but three other lovely ladies as well at night, outside the town of Mordavia.  After the conversation ended, the hero climbed over the walls.  But inside, aside from the staff of Erana, it looked like Dr. Cranium, but he walked away before I could get his attention.  So I "reloaded" and talked to him again.  Big mistake--this "Dr. Cranium" also had some werewolf-ish features, so I decided to get the heck back to my inn room.  I climbed as a Thief would (I had no idea what class my hero was), but as he was climbing, the Dr. Cranium werewolf-ish character was following.  Once the hero was back in the room, the werewolf Dr. Cranium started attacking the hero, and the hero was fighting back.  That's when I woke up.
#689
A few days ago, I was looking through Tumblr and one of the picture collections I saw was the Disney Princesses in different themes (such as photo models or something like that).

Then, a silly thought came to me...

What if the Disney Princesses took part in the ALS Ice Bucket Challenge?

Something for our artist buddies to think about.  ;)
#690
Man... some great cartoons.  And it's cool that Count Duckula gets in on the game too!

Think there may be a chance that Bananaman might make a guest appearance too?
#691
Wow!  I wish you the best of luck on the last leg of getting this together.  Let's see it come together soon!
#692
Quote from: Ghost on Wed 11/06/2014 19:49:01


I'm in.

I mean, hey, I can't fail forever, right? At some point a game will form by sheer accident.

Also please note how hard it was to come up with a proper acronym title. I am rather pleased about how that turned out.


Yeah, I saw what you did there.  And I look forward to see what you'll put on the table, Ghost.
#693
The Rumpus Room / Art Contest on Gaia Online
Sun 13/04/2014 21:48:31
Thought I'd get people interested.

Anyone on Gaia Online?

I have a swell art contest going on right now.

Click here for more info.
#694
Man... talk about a tragic turn of events.

Well, here's to Karen.  She'll be deeply missed.
#695
Heroine's Quest, hands down.  The question is which character type.

On a side note, I think it'd be great if Reality-on-the-Norm would be a TV series.  Maybe an animated sitcom. (laugh)

[Add on] Though another option for a blockbuster film would be James Peris.  Maybe even have it in Spanish with English subtitles.
#696
Quote from: Crimson Wizard on Thu 27/03/2014 17:39:22

Hmm, can't that be because your game is being run in "letterbox" mode? It may happen if your dekstop aspect ratio and game's aspect ratio do not match.

Do you see part of background above GUI stripe, or it's just a black border?

Just a thought... maybe silly one.

I'm seeing part of the background above the GUI stripe.
#697
So I guess that means I have to do a blank game and make the GUIs from scratch AFTER setting the size, eh?
#698
Okay, this is kind of a weird issue.

See, I'm trying to make my window 640x480, instead of the default 300x240 or whatever.

But when I do that (by deleting the room and then replacing it with another room, and then adjust the hero's starting point for it), the Status Bar and Icon Bars are not directly at the top... they're slightly down a bit, making it look like a stripe between the top and middle of the window, instead of exactly at the top.

I don't know how to fix this so the Status Bar and Iconbar will stay at the top of the window when I change the size of the window.  Any pointers?
#699
Quote from: Gurok on Sun 16/03/2014 18:56:59
I do. I always liked Nanny the best. Do you remember The Trap Door? Bananaman? Victor and Hugo? Danger Mouse?

Danger Mouse and Bananaman I remember.  But those other two... not to my knowledge.
#700
The Rumpus Room / Who remembers Count Duckula?
Sun 16/03/2014 17:16:53
Anybody remember the vegetarian vampire duck, Count Duckula?

[embed=420,315]http://www.youtube.com/watch?v=qF6xdUAuPHY[/embed]
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