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Topics - Etcher Squared Games

#41
(please note that I read all I could throughout the forums and found no help otherwise....)

I even found a website tutorial:
http://www.digitalmindstudio.ch/script.php?id=4&page=2

now while I did NOT do everything on this page. I thought I was doing enough...

basically, this is my first game, so I don't care about look, use or whatever....I just want to for now open an inventory window (i can do that)....have my pointer arrow be the only cursor available (i can do that) then you click on the item to select it (i CAN'T do that)  and then click ok....

if you click ok while the arrow is still up, I default you back to walk...

I saw on these boards that it HAS to be the interact cursor to select an item...  I tried that...no go....I click on my inventory and just nothing happens....


here is my global script thus far.....

// main global script file



function Cursors_gamehourglass()
{
  DisableCursorMode(0);
  DisableCursorMode(1);
  DisableCursorMode(2);
  DisableCursorMode(6);
  EnableCursorMode(7);
  SetCursorMode(7);
}

function Cursors_gamearrow()
{
  DisableCursorMode(0);
  DisableCursorMode(1);
  DisableCursorMode(2);
  DisableCursorMode(7);
  EnableCursorMode(6);
  SetCursorMode(6);
}




function Cursors_gamenormal()
{
  EnableCursorMode(0);
  EnableCursorMode(1);
  EnableCursorMode(2);
  EnableCursorMode(6);
  DisableCursorMode(7);
}


int Direction_to_outsidebank = -1;  // 0 = from bank, 1 = from east






#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() // called when the game starts, before the first room is loaded
  {
    SetInvDimensions(20, 20);
  }
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute()
  {
  // put anything you want to happen every game cycle here
  }
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window()   
// This demonstrates both types of inventory window - the first part is how to
// show the built-in inventory window, the second part uses the custom one.
// Un-comment one section or the other below.
  {
  // ** DEFAULT INVENTORY WINDOW
// InventoryScreen();
   
  // ** CUSTOM INVENTORY WINDOW
  Cursors_gamearrow();
  DisableCursorMode(6);
  EnableCursorMode(2);
  SetCursorMode(2);
  SetMouseCursor(6);
  GUIOff(1);
  GUIOn (2);   
  }

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) // called when a key is pressed. keycode holds the key's ASCII code
  {
  if (IsGamePaused()==1) keycode=0; // game paused, so don't react to keypresses
  if (keycode==17) QuitGame(1); // Ctrl-Q
  if (keycode==363) SaveGameDialog(); // F5
  if (keycode==365) RestoreGameDialog(); // F7
  if (keycode==367) RestartGame(); // F9
  if (keycode==434) SaveScreenShot("scrnshot.pcx");  // F12
  if (keycode==9) show_inventory_window(); // Tab, show inventory
  if (keycode==19) Debug(0,0); // Ctrl-S, give all inventory
  if (keycode==22) Debug(1,0); // Ctrl-V, version
  if (keycode==1) Debug(2,0); // Ctrl-A, show walkable areas
  if (keycode==24) Debug(3,0); // Ctrl-X, teleport to room
  }
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int 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==LEFT)
    {
    Display("ddd"); 
    ProcessClick(mouse.x,mouse.y,GetCursorMode());
    }
  else // right-click, so cycle cursor
    {   
    SetNextCursorMode();
    }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE





#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button)
  {
    if (interface == 1) // top side gui
    {
      if (button == 0) 
      {     
        //InventoryScreen();
        show_inventory_window();
        SetCursorMode(2);
      } 
    }
    else if (interface == 2)
    {
      if (button == 1)
      {
        GUIOff(2);
        GUIOn(1);
        Cursors_gamenormal();
        if (GetCursorMode() != 4)  // didn't select an item
          SetCursorMode(0);
      }
      else if (button == 2)
      {
        SetCursorMode(2);
        SetMouseCursor(6);
      }
      else
      {       
        string buffer;
        StrFormat (buffer, "%d", button);
        Display(buffer);
      } 
    }
  }
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE






export Direction_to_outsidebank;

#sectionstart inventory1_a  // DO NOT EDIT OR REMOVE THIS LINE
function inventory1_a() {
  // script for inventory1: Use inventory on this item
 
}
#sectionend inventory1_a  // DO NOT EDIT OR REMOVE THIS LINE




if there is any other information you guys need let me know and I'll post it....
#42
Hello gaming fans...

My name is Bryan and my fake company name is
Etcher Squared Games.

the website (not much of one) is
www.geocities.com/etchersquaredgames/index.html

My first toy game I am making I call
Sierra Quest 1: Roberta in Love

the game follows a young Roberta Williams while she is trying to come up with ideas for her gaming company to convince a loan officer to give her the needed money.

I hope this screen link works:
(Now a jpg file...)

http://www.geocities.com/etchersquaredgames/preview.jpg



This is my first game using AGS and is short and for practice, but should be silly and fun.

With a learning curve I'm hoping to have it finished by September 1st, because I'm building, drawing, programming everything by myself.

For future projects I have friends that will help me.

--------------UPDATE 8-19-2004------------------
Intro is done.
Main portion of game is done.

left to do:
a game time cutscene needs added
The last ~3 actions of game need to be configured.
The final cutscene needs to be done.

I could be done with my game (- music of any sorts) by the end of this weekend assuming no deal breaking problems come up.



--------------UPDATE 8-21-2004------------------


I'm done coding the game and before I "officially" release it I'd like people to play it.

go here

www.geocities.com/etchersquaredgames

and click the link

or the direct link to download is

www.geocities.com/etchersquaredgames/sq1_ril.zip

Please, play and enjoy and most importantly, email me ANYTHING you have to say about...
just email to tell me you played it
etchersquaredgames@yahoo.com

thank you



--------------UPDATE 8-23-2004------------------
changes in first round:
bug fixes
misspellings
awkward text
added more hotspots
added more reactions to hotspots
support unhandled_events (thank you kinoko)

updated game is at same link specified in thread, but here it is again:

http://www.geocities.com/etchersquaredgames/sq1_ril.zip


--------------UPDATE 8-25-2004------------------
yes, I used mspaint
yes, the game is short
yes, the puzzles are simple
this was a "training project"
I simply ask you keep that in mind when you play

--------------UPDATE 8-26-2004------------------
updated zip file on my webpage
1. squeezed in screen walk edges so the game is more windowed happy
2. prettied up the GUI for changing cursors
3. made the inventory UI look a bit better


--------------UPDATE 8-28-2004------------------
more updates
1. some more bad text fixed up
2. the down talk animation was messed up in colors. bad palette, roberta would flash.Ã,  fixed that
new zip has been uploaded


--------------UPDATE 8-29-2004------------------
after testing the recent fixes and making sure nothing else is broken, I decided to release my game a few days ahead of schedule.
enjoy   ;D
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