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Messages - Gabarts

#81
Yes, I need the player picks up from the hotspot forever because that item is combined more times with other inventory items. I'll try thanks.
#82
I'm testing in another pc the things I still have to learn...
I can do this with an object but I wanted to know if it's working also with hotspots:

I want player add item from an hotspot only once, checking if that item is already in his inventory, in that case he cannot pick it up again. With this code he collects the item each time (overwriting the item in the inventory)

Maybe there is a mistake in the code:

Code: ags
function hMolliche_AnyClick()
{
  if (MovePlayer(242, 116)) {
     
     if(UsedAction(eGA_LookAt)) {
      player.Say("This is a must to collect.");
      }
      
      else if(UsedAction(eGA_PickUp)) {
        
      if(player.HasInventory(iMolliche)) {
          
          player.Say("Already taken some.");
          }  
      else
      player.Say("Sure.");
      player.AddInventory(iMolliche);
      dDialog1.SetOptionState(5, eOptionOn);
    }
  else Unhandled();
}
}

#83
Khris, is giving me this Error into the Global script:

Undefined token 'invCustomInv'

EDIT
----

Luckily I can still use some logic...

I've solved in another way, I just needed 2 items, so I used if/else and told the game to check if the previous character had or not a certain item in his inventory. Then I simply added the items I needed to the new character. A long way but do the trick :)

#84
Ok, thanks a lot!
I will include this and let you know if it's working

#85
Thanks as usual Khris :)

Precisely, this script goes into Global script or in the Room_LOAD section

I will post something this evening, because at the moment I use:

Code: ags
cEgo.Changeroom(7, 490, 108);


This at the end of Room_6 (a cutscene)

in Room_LOAD of Room_7 I use:

Code: ags
cIndy.SetAsPlayer();

#86
Hello,

I've switched the player of my adventure for the first time. I've set a new character and made him the main character, loading him at the start of my Room_7

The problem is that the other guy (main character from Room_1 to Room_6) can collect items and the new character starts with empty inventory in Room_7

How to keep tracking the items collected with the other main character and give them to the new one?

Thanks :)
#87
I'm still alive. Since I'm doing all by myself, when I get some inspiration and will to make some progress, the Indy adventure comes back to life.
I've drawn all the Venice part sequences and I'm creating puzzle design and animations for this part. Music are also in progress. Thanks AGS for giving me some fun again... :)
#88
Quote from: Mods on Wed 19/02/2014 10:15:13
Ha - I'm lookin'! Well there's a lot of links to microsoft.com but where's the link to the thingame itself? And where can one locate Roland MT-32 sf2? Those are important steps... But it's certainly intriguing :)

Yes, sorry. First of all I've googled to find MT32 Roland SF2. I don't remember where I found mine, but here some links

SF2 Roland 1

SF2 Roland 2

Then the Bismark software is shareware (you hear a little sound while recording using LOGIC or Garageband, but only if you stop playing, so you can easy work around this little annoying problem, or just buy that...)

Once you started VST-AU in Garageband you can load external SF2 files. The synth bass sound is very good, as you can hear in Indiana Jones Last Crusade catacombs in Venice :)
#89
As a digital music lover, for many years I've tried collecting all kinds of vintage VST-AU software to compose my favourite music (Vangelis, 80's synths, 8-bit, vintage keyboards).

I've found this site which offers a module to load external SF2 files (Sound Fonts files). You can load your SF2 Roland MT-32 in this VST software and play with the instrument Michael Land had to compose music for most of the Lucasarts games.

Roland MT-32
#90
Ok, have to check some classic, like FoA or Monkey Island and see if I can obtain something similar with your suggestion. Thanks
#91
I was wondering if is possible to modify the black transitions between rooms, both in terms of effect and waiting time.

I've seen it's kinda instantly fade in-out. Maybe with 2 seconds all black and then back to the new room would be better, is possible to tell AGS this?
Thanks
#92
Nice :)

Thanks for this, I will try...

Ah, would be nice to add also a custom animation in case of wrong combination, in that case I need to assign the sprite view loop when code = 0?
#93
Question for advanced programmers or game creators:

Suppose you need to design a standard puzzle as seen in many games, like for example a 5 digit-code to open a door or like in Last Crusade, a skull-organ to play to open the passage...

Ok, I can do single sprites for the objects to click that I can animate and each object will have a condition.
What kind of code you would use? Where to start... just the basics to start making this kind of puzzle.

I'm using the M9 verb, that one with function_item_AnyClick(); and verbs

Thanks
#94
Little ()
I'd like to put font I use for Speech (Monkey Island/FoA style)into the dDialogGUI, where I change that font?

#95
Thanks again, works fine now :)
#96
Need help again... :) thanks for your support

It's first time I use dialogs, managed to complete it and is working but I noticed the script for the room keeps running.
I tried to put the code into the dialog, after the last option, but it cannot find oPorta2ap (object for the room) and returns with error.

It gives me this error: Undefined token 'oPorta2ap'

Here the code I have in the room:

Code: ags

  cMarcus1.Say("Si, che c'è Indy?");
  mouse.Visible = true;
  dDialog1.Start();
  
  cMarcus1.LockView(22);
  cMarcus1.Animate(2, 10, eRepeat, eNoBlock);
  Wait(80);
  cEgo.FaceDirection(eDir_Up);
  cEgo.Walk(213, 101, eNoBlock, eAnywhere);
  player.LockView(19);
  player.Animate(3, 3, eOnce, eBlock, eForwards);
  player.UnlockView();
  oPorta2ap.Visible = true;
  aDooropen2.Play();
  Wait(40);


I have this dialog running directly in the cutscene, but I want the action only after the dialog ends, any solutions? Thanks

#97
Quote
You can also place a character using any of those:
Code: ags
  player.x = 150; player.y = 130;
  player.ChangeRoom(player.Room, 150, 130), // should work...?


Yes, thanks. I can always workaround with Transparency. By the way, now works pretty fine, I'm already finishing the cutscene.
#98
All is working now...

Last thing to sort out:

In the room variables there is ShowPlayerCharacter
If I set to false how can I set it to true again in room script?

I've used x, y coordinates to put my main character out of the room screen but instead he's appearing right next to the right edge of the room after Fade in.

For the extra characters is easy because you can move them in the room editor, but not the main character.
#99
Of course, if there are problems it's just because of some mess in my code, maybe some wrong passages in the other rooms. The weird thing is that the same code is working for my main character in the first room. Anyway, thanks for help and have a HAPPY NEW YEAR! :)
#100
Quote from: Khris on Tue 31/12/2013 15:11:05
"Isn't working" is not enough. I found the error though; there was a redundant { at the start of the first function's body.

Khris, those kind of errors AGS tells me before launching the compiled. That's not the problem. I will send you the zip as soon I can, to both of you guys how try helping me out. Thanks
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