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Messages - Fabiano

#41
...I cant dwl. "we encontered a error"
:-\
#42
The Rumpus Room / Re: game nostalgia
Sat 20/05/2006 17:04:01
Waaay back: (80's)

On MSX (a lot where sinclair spectrum and atari adaptations)

- Abadia del crimen
- War in middle earth
- Metal Gear 1
- Penguin adventure
- El cid
- Livingstone I presume
- Dogfight
- Eggerland mystery
- Gunfright
- circus charlie
- goonies
- maze of galious
-year kung fu (1 and 2)!

oh gosh... Im old :)



#43
Best FF: FF X (Character Relationship and character story are amazing) and FF VI (Story is superb)
Best Characters: FFX Auron, FFVI Locke
Location: FFX - Zanzarkan (or something like that), FF VI - Zozo Town
Scene: FFX - The Ending, FFVi - The Opera House
#44
for me, yes. The scrolling and the customization that dkh spoke would help a lot.
#45
Spoiler

I got up the window and only could walk to the wizard's room. But I cant leave ( i can only go to prision - wizard room) Maybe I'm not figuring out something obvious..
[close]

EDIT:
Spoiler

forget about it..I see the bricks now  :-\
Spoiler


[close]
[close]
#46
Im stucked  :-[
Spoiler

Im just spoke with the pantless wizard and he told me to put the candles in the king's floor. but I cant leave the prision. What should I do?
[close]


#47
Worked like a charm!  :o Thanks Ashen and Dkh.

(mind note: MUST LEARN OO Script)


#48
Oi.

Well, about the %d e the %d I wrote here wrong (again). I'm using the 2.71 version, but I guess my mind dont understand OO script very well, so I still use some "old script".

I just tried the 2.71 code and it become like this:

Code: ags

// main global script file
struct Charas{
  int str;
  };

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

Charas Stiletto;
Stiletto.str = 10;

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

String str = String.Format("%d", Stiletto.str);
strlabel.Text = str;


Returned "undefined Symbol - Stiletto"

I tried the 2.7 code and returned "undefined Symbol - Stiletto" too

:'( I guess structs dont mix with String format.



#49
Thanks Dkh for the fast reply. I didnt know about putting the structs in the top of the script, thanks, but I wrote wrong in the above code. the right is

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {

String str;
String dex;
String lvl;

StrFormat(str, "d%", Stiletto.str);
SetLabelText(2, 5, str);
#50
Ok, this is problably a very dumb question.

My code is like this:
Code: ags

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {

struct Charas {
int str;
int dex;
int lvl;
};

Charas Stiletto;
Stiletto.str = 10;
Stiletto.dex = 8;
Stiletto.lvl = 1;

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {

int str;
int dex;
int lvl;

StrFormat(str, "d%", Stiletto.str);
SetLabelText(2, 5, str);



It return a "Stiletto - Undefined Token". What I'm doing wrong?





#51
Thank you monkey_05_06.

The Scrolling dialog would be a bless in some parts of my project, but I was talking about the Scrolling Credits (SSH V1.12). Using that I GUESS I can make messages appear below and dissapear when it reach the end of the Object. Im studying it right now to see if it can work.





#52
sry for the lack of clarification.

But I guess I solved that. I'll use a Object below the text (so <display("")> can appear).

About the "roll" the correct word is "scroll" and I guess that the Scrolling module can help on it.

Thanks Ashen

#53
Hello.

I want to display all messages in a gui or something like that, in the low part of screen. I also wanted to make all them "roll" like BG dialogs. There is anyway to do that?

thankx in advance.
#54
from the manual:

Code: ags

Interface text
You can easily display static text on interfaces. For example, the Sierra-style interface displays the score in the status bar.
To add text to a GUI, you add a label. Click the "Add label" button, then drag out a rectangle like you did when adding a button. You can change the text displayed in the label by editing the "Text" property. Notice that the text automatically wraps round to fit inside the rectangle you drew.

As well as typing normal text into the label, you can add some special markers which allow the text to change during the game. The following tokens will be replaced with the relevant values in the game: 

 @GAMENAME@    The game's name, specified on the Game Settings pane
 @OVERHOTSPOT@ Name of the hotspot which the cursor is over
 @SCORE@       The player's current score
 @SCORETEXT@   The text "Score: X of XX" with the relevant numbers filled in.
 @TOTALSCORE@  The maximum possible score, specified on the Game Settings pane

Example: You have @SCORE@ out of @TOTALSCORE@ points.
The Properties window also allows you to align the text to left, right or centre, as well as change its font and colour.



#55
nice. I'll try using masks and tint.
Thankx folks
#56
Heya. I was wondering if there is a way to make the same character graphic with several colors, like BG games, when you have the same sprite in diff characters with diff colors, without needing to color everyone by hand using wildcard colors, something like:
c.Ego.color(X,Y,Z,..); // you tell that the 3 wildcard colours are X,Y and Z

example:


#57
Heya ppl. Im having some troubles and I appreciate any light anyone can give me.

In my Inventory GUI I have 9 buttons. 3 of then are the "Examine, Use and Drop" buttons, pretty normal on AGS GUIs. The Other 6 are "Equip Slots", that works in this way (example):

Code: ags

if ((button=5) { 
if ((getglobalint(0) = 1))
Setbuttonpic(2,5,1,0); // remove the button pic
Addinv (1); // Add the item 1 back to inv
SetglobalInt(0,0);
wait(5);
}
else if ((getglobalint(0) = 0) &&  (player.activeinv =1))) { // I dont remember right now the active inv command, but this line says "if you have in active inv the item 1 and GlobalInt =0"
SetButtonPic(2,5,1,2); // Chance button to weapon
LoseInv (1); // Lose the item 1
SetGlobalInt(0,1);
wait(5);
}
}


The main problem is: You "equip" the weapon = OK
You "unequip" the weapon = OK
You try to equip it again, you have to click it a thousand times. I dont know why.

Anyone can help me?

[]'s


#58
Heya ppl. I just get my hands in this game. Looks promising. See for yourselves.

http://www.agathachristiegame.com/
#59
Plus: It has sex scenes! And one is Playable! ;D

(OMG..Im really posting again?)
#60
ooh...everytime i see a reply here my fingers shake...when it will be ready  ::) ?
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