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Messages - Deep Dark Fears

#1
Next time, you can try to restart Adventure Game Studio and first thing to do would be build a exe. It works for me.
#3
I think that you could something like this using a variables.

Let's write that you have: a closed door (hotspot), a blocking person (character) and inventory items.

First you need to add a bool variable like IsThisSecondVisitInThisRoom. If it is, then you set ClosedDoor.Visible = true and same for character and also you could disable change room function. Second you add a variable for giving items like ItemAlreadyGiven or ItemCollected. When the player give first item to character, the value of variable is changed to one and when second item is given is two and so on. If the value is three then you set ClosedDorr.Visible = false and for character and re enabled change room function.

As for bool variable I think you can operate using room_Leave() funtion.


Code: ags

function room_Load()
{
    if((IsThisSecondVisitInThisRoom == true) && (IsCharacterDefeated == false))
    {
    //here you put code where you block door and a blocking character appears
    }
}

room_Leave()
{
if (IsThisSecondVisitInThisRoom == false) IsThisSecondVisitInThisRoom = true; //first leave
}


This is my idea for your question but remember that you could do different.
#4
Quote from: ManicMatt on Wed 09/05/2018 08:07:42
Yeah sorry, when I said chosen mouse cursor, I meant walk, look etc. I assumed you'd done away with your mouse over script and custom mouse cursor after I said it's not needed. I shouldn't assume. :)

Don't worry. I should check if such option is available and do little more experimenting by myself.

Quote from: Khris on Wed 09/05/2018 02:30:59
1. Yes, depending on the circumstances the word "hotspot" refers not just to painted background hotspots but all interactive areas, namely hotspots, objects and characters.
2. No, if you want to do that you have to script it yourself.

1. For me is hotspot, object and character
2. Ok. And last thing (I hope). If I add a option for player if they don't want any help (like in a very old games where you need to click everywhere to check if is there something to do) then I just write in script this Mouse.ChangeModeView(eModeWalkTo, -1)?
#5
Quote from: ManicMatt on Tue 08/05/2018 22:23:57
Double click your chosen mouse cursor, in the properties tab, it says "AnimateOnlyOnHotspots", make sure that's set to True. Then under image you select the standard cursor image. Then view you need to create a view for your highlighted mouse cursor.

Thank you for pointing this option for me. It could be very useful.
For some reasons I can't get this option work for me. I set Animate and AnimateOnlyOnHotspots to true, I also set Image and View but when I move cursor over hotspot, nothing happen.





Did I screw up with the view?

Also I have few question about this option:
1. It applies characters too?
2. Could I set this option on/off using the script?
#6
Quote from: ManicMatt on Tue 08/05/2018 21:06:43
Is it just to make the cursor highlight there is something you can click on? Because I think that's a feature AGS has without the need to script anything iirc.

Yes, exactly. Is only for telling the player that in this place he/she can click on something.
As for feature, I couldn't find it.
#7
Quote from: Khris on Tue 08/05/2018 20:55:00
The best way to fix this depends on what you're trying to implement. What is eModeUsermode1? Some kind of exit arrow?
I'm asking because 99% of the time, using _MouseMove() is a bad idea anyway.

This cursor is to make a exploring the room more comfortable. Like in Kathy Rain game and others (when the cursor move over object that you can do something with him, then the cursor is different).
#8
Quote from: dayowlron on Tue 08/05/2018 20:36:47
Not sure about the problem it is giving you, but what happens if you add
Code: ags
&& mouse.Mode != eModeUsermode1

to the if condition?

It works fine. Thank you very much.

I will upload screenshot and I will try to describe my problem for future users.

https://ibb.co/dngUjS

The black line is cursor way.
As you can see is going through two hotspots and if the movement of cursor is very fast (but sometimes it doesn't need to be) the cursor is stuck in a specific cursor mode. In my code is it Usermode1.

!!! I do not own this graphic (room background). It only used for my individual testing. !!!
#9
As the title say, if I move my cursor fast over two hotspots it get stuck in mode define with SaveCursorUntilItLeaves function. The hotspots are very close to each other.
Any tips for solving this?

Code: ags

function hClassroomWindow_MouseMove()
{
  if(cPlayer.ActiveInventory == null && gInventory.Visible == false)
  {
  mouse.SaveCursorUntilItLeaves();
  mouse.Mode=eModeUsermode1;  
  }
  
}
#10
It works. Thank you very much.
#11
As the title say, I want to display names using room_RepExec() but I need help. I have a bool global variable called IsDisplayNamesButtonPressed and a button for that. If the player clicks on button, then it set that variable to true value. And now I want to use room_RepExec() to check the value of variable. If variable is true, then the names are displayed on screen. My problem is, when I put this in room_RepExec() its not working but when I put this in GlobalScript then it works fine. Why?
#12
Quote from: Narehop on Sun 01/04/2018 22:02:48
I need too... all modules of SSH are down. It's to hard to found.

You can get 1.02 version from AGS Resources.
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