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Messages - Edwin Xie

#261
Robby, stop complaining. It's obviously going to be fixed and you do not need to post the problem like 2 or 3 times.
#262
General Discussion / Re: i am back
Sat 18/09/2004 06:22:36
I had a long absence from the AGS Forums and I did not post this kind of thread. I don't know why..........
#263
Quote from: Aldrius on Sat 18/09/2004 04:46:00
I don't know. It's just really, really annoying when Mana kills you over carrying ANYTHING! (Er, Roberta's Fault though)

And okay, I understand. I just really hate how added-on Mana felt. But it's your game and your plot, so my oppinion doesn't matter of course. (In all honesty)

And I asked this elsewhere, but what do I need to do to get the key from the bears?

Just so you know, I think you're doing a great job. And I look forward to "retail".


Actually, you could simply hide stuff in the barrel or under your bed. And I think someone already gave a clue on how to get the key... on the old topic.
#264
I don't know, in script messages you use double brackets to start a new line, like this, "[[". I wonder if you could do it in dialogs though.
#265
 :o I never noticed that update... I posted on the day before anyway. I will find another screenshot to post. ;D
#266
There are faults in the game I have noticed, and the graphics (a.k.a sprites) were un-updated. And at night, when you are at the room where you are near Mannanan's bedroomthe outside background shows daylight instead of night. Probably some scripting error? And I know you haven't updated the walkable areas and walk-behinds but they look messy. Do you want me to help you fix that? Or do you want us to wait 'till another beta?
#267
By the way, by clicking the Select button, it uses that cursor and cannot change to anything else. You can't even select an item!

EDIT: In the help file it states:
Quote
SetMouseCursor
SetMouseCursor(int new_cursor)

Changes the appearance of the mouse cursor to NEW_CURSOR. Unlike the SetCursorMode function (see above), this does not change the mode used if the user clicks on a hotspot. This is useful for displaying a "wait" cursor temporarily.
Example:

SetMouseCursor(8);

will change the mouse cursor to the cursor number 8 specified in the cursor's tab.
So, the the main problem is this. If I did an alternative it would be too long with the "DisableMouseCursor" so, I am asking for an alternative way to do
Code: ags
DisableCursorMode(INT_CURSOR);
DisableCursorMode(INT_CURSOR);
DisableCursorMode(INT_CURSOR);
DisableCursorMode(INT_CURSOR);
DisableCursorMode(INT_CURSOR);
DisableCursor...................................
#268
Quote from: Barbarian on Mon 13/09/2004 05:29:24
....The (IsButtonDown(LEFT)==1) checks to see if it was a left-mouse-click. Otherwise, if omitted that part of the script, then simply moving your cursor-in-walk-mode over the hotspot would repeatedly keep giving you the message (essentially locking up your game), and you only want the message to be displayed when the button is clicked in-walk-mode on your hotspot right?....

Still, how would it repeatedly keep giving you the message and how would (IsButtonDonw(LEFT) == 1) stop it? Sorry if I am asking questions like a "newbie" but I am not very familiar with scripts.
#269
I see, but they both focus on GetCursorMode = 0..... Let me take a minute to review your script.......
What's with the "IsButtonDown(LEFT) == 1"?
And you could put "StopMoving(EGO);" before the message. That would make more sense.
And uh, I don't get what mouse.x and mouse.y is used for.
#270
But then it would be very hard. You would have to set a global variable if the user changes to the "walk" cursor like:

if (GetCursorMode() == MODE_WALK){
int whetheryouusedmodewalkornot = 1;
}

And 1 would equal that you used mode walk and 0 means you didn't use use mode walk. And then you could put the following code after "any click on hotspot":

if (whetheryouusedmodewalkornot == 1){
Display("You shouldn't try that.");
}
EDIT: Bah, I did not know why it took too long for me to do this.
#271
Hmm, and easier way to do that would be setting a hotspot as the chasm and then put the message under "any click on hotspot" on the chasm interaction menu or, add a region on the area of the chasm and put the message under "Walk onto region".
#272
Seems nice right now. I am going to test this out using instagame resources and try to use every feature you got.
#273
Quote from: Zoraphus on Sun 12/09/2004 07:20:08

Edwinxie must feel embarrased now...

I have known AGS for a month less than a year now, and I too only found that out last week...

I feel embarrased.........Ã,  :-[ and ashamed for wasting my time using MS Paint to separate images like on the characters.
#274
Oh, I see, you want to know what job I am doing. Obviously my job in all this is putting the game together and doing the story. :-\ Why'd you even ask? And mostly I just want some resources made just for the game.
#275
Gee, the part you quoted monkey_05_06, Scorpiorus did that part. And I believe the part that has been messing my things up was the part where there is the "load", "play" and "quit", so I will show it to you, and possibly the otehr room scripts.

Load/Play/Quit Room Script:
[code}
// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for room: Player enters screen (before fadein)
//change mouse to the 'pointer' cursor and also, this might have been the problem
DisableCursorMode(0);
DisableCursorMode(1); 
DisableCursorMode(2);
DisableCursorMode(3);
DisableCursorMode(4);
DisableCursorMode(5);
DisableCursorMode(7);
DisableCursorMode(8);
DisableCursorMode(9);
DisableCursorMode(10);
SetMouseCursor(6);
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_a() {
  // script for hotspot2: Any click on hotspot
RestoreGameDialog();   
}
#sectionend hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot3_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot3_a() {
  // script for hotspot3: Any click on hotspot
GUIOn(4); 
}
#sectionend hotspot3_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for room: Player leaves screen
InterfaceOn(0);
InterfaceOn(1);
SetLabelText (0,0,"  ");
}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE
Code: ags


I believe the problem was at the disable cursor mode part. Also, it was supposed to be at cursor 6 but somehow it started at cursor 5.

Here's the other room scripts (which they should be fine) but room 1 has a script that is linked to room load/play/quit and it works fine, probable a problem to others though and ignore the score part:

Room 1:

function room_a() {
  // script for room: Player enters screen (before fadein)
GiveScore(100);
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
  // script for hotspot1: Use inventory on hotspot
SetLabelText (0,0,"Walk to @OVERHOTSPOT@"); 
}
#sectionend hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for room: First time player enters screen
EnableCursorMode(0);
EnableCursorMode(1);
EnableCursorMode(2);
EnableCursorMode(3);
EnableCursorMode(4);
EnableCursorMode(5);
EnableCursorMode(6);
SetCursorMode(MODE_WALK); 
}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE
Code: ags

Room 2 should be fine since this room has absolutely not script because the room script is empty :P.

Anyway, if you want to know more on what game this script is for, find "The Adventures of Bob I" in the Games in Production forum, the screenshot is from room 2.
#276
When you import character sprites sometimes the ones views of the characters you want are all boxed in one image, like the instagame sprites, or you drew objecst and are all stored in one image and are also boxed. But, the main point is, the selection size is 20x20 but I want that changable to something else so I can import the views of the character or objects.
#277
Yet again, you give out another beta to test. I'm going to be very interested to read the first post again.
#278
Wow, it sounds really confusing. Selects multiple buttons? Change cursor mode? Oh, you mean the iconbar. Happens to me. I posted for help on that in the beginner technical forum. So, you mean.....nevermind. I don't know what you were talking about.
#279
I have a quick entry (but in 256 color bitmap, still it looks like the 24 bit one so I will post it in link, not as images to this forum). http://www.2dadventure.com/ags/ogrefirsthalfbmp256.bmp

But, uh, I don't remember which story this ogre came from, cane someone remind me what story this is from?.
#280
Don't double post and don't be rude to ghostface! Btw, the the site is http://www.sylpher.com/ig/ I think ghostface spelled sylpher wrong.
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