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Messages - FanOfHumor

#81
No there's no other code.This is the first thing I did.
#82
Ok sorry for not posting there.I did what you said and now I have another error.((mode7.asc(198): Error (line 198): wrong number of parameters in call to 'DrawingSurface::DrawImage')).And then it shows a line of the module.((          t_x, t_z, t_w, 1);Now what am I doing wrong?

Code: ags

Mode7 test;
function room_AfterFadeIn()
{
	test.SetGroundSprite(3);
}

#83
When I heard about this module I started a new game to just try it out and I can't figure out why I get this error((Failed to save room room1.crm; details below
room1.asc(5): Error (line 5): must have an instance of the struct to access a non-static member)).I have the module imported and no matter what of those commands I type I always get the same error.What am I missing?
Code: ags

function room_AfterFadeIn()
{
	Mode7.SetGroundSprite(3);
}
#84
I did forget about hotspot.Getatscreenxy.This not only solves my problem with the hotspot but also with a script that I was doing in an attempt to check if the mouse hovers over an objects graphic. Thanks for reminding me.
#85
This is great!This is just what i've been looking for.
#86
When I started it took me 1/2 months to make 11 rooms and that was just slow because my game required very advanced script from my beginner knowledge.I would say that unless if your doing something  advanced in scripting putting the game together is the easy part that takes a very short time.I think in the first ever AGS game I made I had at least 25 rooms in just 2 weeks.Of course this is assuming that your talking about a 2d adventure game and not 3d.Because AGS isn't so good at 3d and 3d is complicated in AGS.
#87
When the mouse moves over a hotspot it should change it's cursor mode and then change back when it leaves.Sometimes this works but whenever the mouse moves to click on a gui and then is no longer over the hotspot it gets stuck in the cursor mode.
I just have a quit button(hotspot) and the basic Quitgame gui but if I click on one of the buttons the cursor is stuck in a mode after the gui closes.
Code: ags

function hHotspot1_AnyClick()
{
	QuitGame(1);
}

function hHotspot1_MouseMove()
{
	mouse.SaveCursorUntilItLeaves();
	mouse.Mode=eModeCleave;
}
 
#88
Thanks for the answers.
#89
I don't have access to the code anymore.I'm just gonna assume that it's just something I did wrong.Thanks anyways.
#90
So are you saying multiplayer online is possible but it obviously needs to be hosted?
#91
I have a few questions about using the html that is compiled using ags 3.6.0.
1:When I open the html file of the compiled files why does it never load.
2:Does opening the html game require internet.I don't know if it uses an online emulator or something.
3:If the game was multiplayer could it be run as one game but be accessed by many people and show the others using it.By that I mean that it would show others playing it too.Perhaps this should be in advanced technical forums.
I think that's about all the questions I need answered for now.
#92
Iv'e tried that but for some reason it doesn't always recognise if they leave.Sometimes it works but sometimes it doesn't until you enter the room again and leave.
#93
I don't know if I've asked this before or not but whatever the case it still isn't solved.If I could make a condition that if the character changes the room I could save much time.Is there a way to have something like.
if(player.ChangeRoom==true)
{}
Now I know this doesn't work but is there anything similar that works?
#94
Alright then. Thanks.
#95
Ok,but this needs to be for every room.How do I do that?
#96
I have a problem with a global object giving the null pointer error.Ive used global objects before so i'm thinking it might be the way i'm using it.Maybe I did something wrong with On_Event."a" is the global object.This happens for anything having to do with the object "a".
Code: ags

function on_event(EventType event, int data)
{
  int geargraphic = Random(5);
  if(event == eEventEnterRoomBeforeFadein)
  {
    
    if(geargraphic==0)
    {
      a.Graphic=13;
    }
    if(geargraphic==1)
    {
      a.Graphic=8;
    }
    if(geargraphic==2)
    {
      a.Graphic=7;
    }  
    if(geargraphic==3)
    {
      a.Graphic=9;
    }
    if(geargraphic==4)
    {
      a.Graphic=10;
    }
    if(geargraphic==5)
    {
      a.Graphic=12;
    }
    a.X=200;
    a.Y=200;
  }
} 
#98
How would I script an overlay to animate?Is this similar to animating dynamic sprites?Also could it create new overlays with an adding integer in its name when the hotspots clicked.

Something similar to this?
Code: ags

Overlay *over+c1 = Overlay.CreateGraphical(X, Y, SPRITE_NUMBER, true);
C1+=1;
#99
I was hoping to be able to simplify this.Just In case you can't see what it is exactly its animating every time the mouse is clicked without restarting because its using other objects to animate the other clicks.




This is the script I used.
Code: ags

int c1;
function hHotspot4_AnyClick()
{
  if(c1==0)
  {
    bubbles.SetView(6);
    Bubble.Play();
    bubbles.Animate(0, 3, eOnce, eNoBlock);
  }
  if(c1==1)
  {
    bubbles101.SetView(6);
    Bubble.Play();
    bubbles101.Animate(0, 3, eOnce, eNoBlock);
  }  
  if(c1==2)
  {
    bubbles102.SetView(6);
    Bubble.Play();
    bubbles102.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c1==3)
  {
    bubbles103.SetView(6);
    Bubble.Play();
    bubbles103.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c1==4)
  {
    bubbles104.SetView(6);
    Bubble.Play();
    bubbles104.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c1==5)
  {
    bubbles105.SetView(6);
    Bubble.Play();
    bubbles105.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c1==6)
  {
    bubbles106.SetView(6);
    Bubble.Play();
    bubbles106.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c1==7)
  {
    bubbles107.SetView(6);
    Bubble.Play();
    bubbles107.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c1==8)
  {
    bubbles108.SetView(6);
    Bubble.Play();
    bubbles108.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c1<9)
  {
    c1+=1;
  }
  if(c1==9)
  {
    c1=0;
  }  
}
int c2;
function hHotspot5_AnyClick()
{
  if(c2==0)
  {
    bubbles2.SetView(19);
    Bubble.Play();
    bubbles2.Animate(0, 3, eOnce, eNoBlock);
  }
  if(c2==1)
  {
    bubbles201.SetView(19);
    Bubble.Play();
    bubbles201.Animate(0, 3, eOnce, eNoBlock);
  }  
  if(c2==2)
  {
    bubbles202.SetView(19);
    Bubble.Play();
    bubbles202.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c2==3)
  {
    bubbles203.SetView(19);
    Bubble.Play();
    bubbles203.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c2==4)
  {
    bubbles204.SetView(19);
    Bubble.Play();
    bubbles204.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c2==5)
  {
    bubbles205.SetView(19);
    Bubble.Play();
    bubbles205.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c2==6)
  {
    bubbles206.SetView(19);
    Bubble.Play();
    bubbles206.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c2==7)
  {
    bubbles207.SetView(19);
    Bubble.Play();
    bubbles207.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c2==8)
  {
    bubbles208.SetView(19);
    Bubble.Play();
    bubbles208.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c2<9)
  {
    c2+=1;
  }
  if(c2==9)
  {
    c2=0;
  } 
}
int c3;
function hHotspot6_AnyClick()
{
  if(c3==0)
  {
    bubbles3.SetView(20);
    Bubble.Play();
    bubbles3.Animate(0, 3, eOnce, eNoBlock);
  }
  if(c3==1)
  {
    bubbles301.SetView(20);
    Bubble.Play();
    bubbles301.Animate(0, 3, eOnce, eNoBlock);
  }  
  if(c3==2)
  {
    bubbles302.SetView(20);
    Bubble.Play();
    bubbles302.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c3==3)
  {
    bubbles303.SetView(20);
    Bubble.Play();
    bubbles303.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c3==4)
  {
    bubbles304.SetView(20);
    Bubble.Play();
    bubbles304.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c3==5)
  {
    bubbles305.SetView(20);
    Bubble.Play();
    bubbles305.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c3==6)
  {
    bubbles306.SetView(20);
    Bubble.Play();
    bubbles306.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c3==7)
  {
    bubbles307.SetView(20);
    Bubble.Play();
    bubbles307.Animate(0, 3, eOnce, eNoBlock);
  } 
    if(c3==8)
  {
    bubbles308.SetView(20);
    Bubble.Play();
    bubbles308.Animate(0, 3, eOnce, eNoBlock);
  } 
  if(c3<9)
  {
    c3+=1;
  }
  if(c3==9)
  {
    c3=0;
  } 
}

#100
I'm not sure what you mean by an array of objects.
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