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Messages - Dervish

#81
Khris I tried to send you a message.  not sure if it worked or not.  The animation does work but the code gave me an error like     'Object::Loop' is read only is there anyway around this?


Well I figured it out... instead of using "L" to set the animation I used OL and that seemed to work perfect.  I also made OL a global Variable.

But thank you for all yall's help
#82
Thank you Kris and Monkey... I ended up using yours Khris... One more question though... It now will turn as the player goes by but the animation of the snap and bark do not play out it only shows the first frame any suggestions
#83
OK I know this topic will probably be locked before I get a decent answer but here goes anyway.

I have an object (might have to make it a character)
The object is a dog and i want the dog to follow (with his head not the whole body) where the main character walks and snap at him.  So that if the character is on the right side of the dog he snaps and barks to his right and so on.
I have a right, right3/4, left, left 3/4 and center animation. 
How would i go about implementing it into the game with as much ease as possible?
#84
Thanks for the Code made me realize i needed to use the exact dialog name.  I was using the dialog number.
#85
Ok I have tried to figure this out.  Basically I want to Either have the conversation if the guy isn't passed out or display the message "I think he is done for." How can i go about doing this. Becuase I have tried running script in the interaction menu under talk to character but it won't recognize the Dialog in the global script How can I solve this?
#86
Thanks Gilbot... I knew there was something there.


Alright well I did the suggestion above but when I Run Script as the interaction under "Talk To Character" it tells me RunDialog is an 'Undefined Token'
#87
I have a Character pass out and therefore the player can't talk to the character anymore.  So the question is is there another "easier" way to detect if the character is passed out besides variables.  The Passed out view is set up as a different view.  Is there a built in function the detects what the view of a character is?
#88
I am sure this is just a matter of assigning a particular interaction but my little mind can't seem to figure it out.  Basically the situation is a bum is basically protective of his trash can and only until the player gives him something will he allow the player to mess with the garbage can... So what either interaction could I use or what script could i use to stop the player from doing this until they have give an item to the bum?  Sorry if this is simple but it is the beginners technical forum ;D
#89
Thank you and Gracias and all that... Sorry I am new but ya'll have been great help
#90
Haha Yeah I actually just downloaded the manual and am reading it.  One other question.
How do you assign a view to an object? which I will probably find out after reading more. but ya'll might be able to answer me quicker.

EDIT:
Nevermind I think I found it.  Another instance of Read the manual First :)

EDIT 2:
Ok Last Stupid question I swear... well probably not..

anyway I got the.
object[1].SetView(7);
object[1].Animate(0, 5, eRepeat, NoeBlock);

but where the hell do I put the script.  I tried putting it in the room script editor but it tells me
Error (line2): Parse error: unexpected 'object'
so that leads me to believe it needs to be else where...
also I don't want the player to interact with it I just want the object to animate

Mod Edit: Please don't double - nevermind TRIPLE post
#91
I am using a Proskritos Monkey island gui and cannot seem to get my Talk, Push, Pull, Open, and Close icons to function.  Does it require seperate scripting? NEVERMIND... I read through the rest of the posts and figured it out
#92
I am trying to animate a drop falling into a puddle in the background, but can only use 4 frames to animate the background is there any thing else I can do?  Can you Animate an Object? If so How?
#93
I have tried to use the help function on AGS and it says "Navigation to Page was cancelled" I all I did was click on the help menu.  Is anyone else having or had this problem, and How can I fix it?
#94
The only recommendation i can make is check out the tutorials on the homepage.  I found the Drawing Background Tutorial by Eric to contain some great hints.

PS The drawing background tutorial by eric has a section on character art as well.

I found it very helpful
#95
Ok I think I am gonna try something a little different. Let me know if anyone thinks this is possible.

I am going to use an Object and with every other pixel in the object being white and the other pixel a transparent color. 

My question then would be within an object is there anyway to get it to show up only on the character and not the background so that I would only get the pixelly light on the character and not covering the length from the window to the floor.
#96
Thanks guys.  I guess my only issue whould be having two characters grouped together might hinder performance of the game?  Thanks for all you guys ideas though.  I never figured I would get this many contribution to my problem.

Thanks
#97
yeah that is what I was looking  and it is blakc and white
#98
KhrisMUC I think you have the idea
basically imagine a pitchblack room with light coming in through a window  displayed on screen by a white rectangle on the floor.  As the character walked into the square or the path of ligth from the window he would become highlighted  not his whole body but the part that was standing in the light.  ( I am talking strictly 2-d here).  I want ot know is there any feasible way & without hindering preformance that this could be done?
#99
So if I made a negative sprite could I create a hotspot which replaced certain areas in the light with the negative sprite not the whole character mind you just the parts in the hotspot.
#100
I am doing a black and white game and I was wondering is there something with AGS similar to a walkbehind area where if the character walks into the specific area it will invert the black and white giving a simple light and shadow technic.
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