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Messages - Fritos

#21
I figured it out:

In the repeadly_execute code that you supplied, I also had it check to make sure that if any other GUI was on, it wouldn't intiate the code to slide the main gui into view.

Thanks again for you assistance, Radiant!
#22
So I got everything to roll up and down, but now when I have other GUI's up and move the cursor into the bounds of my main GUI it slides back into view, even when it is turned off.

I thought only one GUI can be processed at any given time and it would only acknowledge mouse bounds within the GUI. Kinda confused?
#23
Thanks for the prompt reply Radiant. Speaking of, I was just looking at your KQ 2 1/2, and liked the effect you did with your GUI. So I wanted to see what it would look like on mine.
#24
Where would I put this in my global script? When I put it under my repeatedly_execute. My game just sits there in wait mode. And how would I get it to roll back up once the mouse leaves the GUI area?

Code: ags

SetGUIPosition(5, 0, 199);
GUIOn(5);
int y=200;
while (y>180){
y--;
SetGUIPosition(5, 0, y);
Wait(1);}


Thanks for your assistance!
#25
I figured it out.

In my room script:

Code: ags

if (IsObjectOn (1)==1){
FadeObjectIn(1, 1, 2);
FadeObjectOut(1, 1, 2);
ObjectOff(1);
}


I had it check to see if the object was on and then once it did its loop it turned off the object and stopped the continous loop. Now I don't know if this is the cleanest way to do this, so if anyone has a cleaner way of doing this, I would appreciate the input. Thanks.
#26
This is the code from After:

Code: ags

// objectnum, object to fade in or out.
// antispeed , 1 = fastest, 5 = slowest
// rate (transparency), 1 = slower, 20 = faster, 100 = immediate

function FadeObjectIn(int objnum, int antispeed, int rate) {
int trans = 100; // object initially invisible
while (trans > 0) { // as long as object hasn't fully faded in
trans = trans-rate; // subtract from transparency percentage
if(trans<0){trans=0;}//guarantee exact at finish.
SetObjectTransparency(objnum, trans); // change the object's transparency
Wait(antispeed); // pause.
}
}

function FadeObjectOut(int objnum, int antispeed, int rate) {
int trans = 0; // object initially visible
while (trans < 100) { // as long as object hasn't fully faded out
trans = trans+rate; // subtract from transparency percentage
if(trans>100){trans=100;}//guarantee exact at finish.
SetObjectTransparency(objnum, trans); // change the object's transparency
Wait(antispeed); // pause.
}
}


I've got the fade in and fade out to work properly by importing the fuctions in my room script, but my problem is they continue to cycle once they have completed assuming because they are in my repeatedly_execute. What I would like it to do, is once it has reached its fade in and then fade out, I would like it to exit the function and continue with the code.
#27
This is work in progess as you can tell, there are other elements that still need to be added. Some elements are computer generated and other are drawn with Painter/Photoshop. My hardest part is trying to get the ground to merge into the grass with somewhat realism.


Orginal


WIP


Larger Scale

The game is going to be dark and will have some non poltically correct elements. It is set in a certain time period. Thanks!
#28
Hmmm.. It won't let me paste from a outside editor (i.e. Photoshop, Paint), it just sizes the font to 0x0 whenever I paste something into a character. I guess it is only an internal copy and paste feature?
#29
Actually Gilbot, your code worked perfectly. I just changed the names of the strings to what I was using in my code, and it did exactly how I origionally wanted it. Thanks.
#30
I currently have a parser that outputs evething someone types to a log file, so I can then later go back and read what they have have typed to better understand what they may have been interested in viewing/doing in the room.

What I would like to do is also have it output what room they where in, and what coordinates they where at when they typed into the parser. The format I'm looking for is this:

Room 1 : X=150, Y=90 : Look at apple
Room 8 : X=49, Y=124: Look at tree
Room 4 : X=22. Y=45: Use rock with apple

I hope this makes since, and am wondering if this is possible and would appreciate any assistance. TIA
#31
Are we capable of using alpha channels for our walk-behind areas? I tried importing a 32bit walk-behind with an alpha but nothing, so I'm thinking not?! If not, does this mean using alpha objects for the blending?
#32
I'm not sure what I am doing wrong here, but I get this error and I don't  what parameters it may be refering to? BTW This happens in all recent Betas, but last offically worked fine under 2.56d.

run_text_script: error -1 (runtime error : wrong number of parameters to exported function 'interface click') running function interface click.


This is what I have for interface_click:

function interface_click(int interface, int button, string input) {
 if (interface == 1) {
   if (button == 4)   // see inventory
     InventoryScreen();
   else if (button == 5) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 6)    // save game
     SaveGameDialog();
   else if (button == 7)   // load game
     RestoreGameDialog();
   else if (button == 8)   // quit    
      QuitGame(1);
   else if (button == 9) {
     Display ("Copyright 2003 by Dru Kaplain");
     }
     }
 if (interface == 3) {    //starts parsing, including any global commands
 Â Â Â if (button == 0)
   {string forparser,unknownbuffer;
    StrCopy(forparser,"");
    GetTextBoxText(3,0,forparser);
    InterfaceOff(3);
    Wait (1);
           SetTextBoxText(3,0,"");
    if (StrComp(forparser,""))
     {ParseText(forparser);
FileWriteRawLine (handle, forparser);
}

This happens when I try to run a script from the GUI on these specific buttons or use my text parser. I hope this makes sense?

***** EDIT ******

I figured it out! I removed the "string input" from the function interface_click and everything is fine. I'm sure it's an error on my part, just wondering why it worked fine under 2.56d? Strange!
#33
Critics' Lounge / Re:Deluxe Paint
Tue 22/04/2003 13:34:16
Here is Deluxe Paint Animation for those who are interested:

http://mywebpages.comcast.net/dkaplain/DA.zip
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