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Messages - Gepard

#221
Is there really no way to do it? Im desperate! Now my character is moving OK in the first room, where the walkable area is 2 pixels thick, also in the second room, where the area is 3 pixels thick, but in the third room I must have a walkable area at least 4 pixels thick! Why?
#222
I have this problem: In one room, there is a walkable area maybe 150 on X but just 2 on Y. So it looks like a thin line. In the other room, walkable area looks the same. But if I click in any direction in the first room, my character is moving that direction (on walkable area). But if I do it in the second room, he does nothing. I have to click exactly on the walkable area (which is really thin) to make him move. Why is that?
#223
Yes! Perfect! You will have a special place in my scrolling titles :)
#224
I tried, but sorry anyway, never do that again, promise.
#225
I wantÃ,  to make an operation. I have a character (C) and an object (O) which is not initially visible. Now the character is WALKING. I want to do this: If I use inventory on C, the C will STOP (for example: x100, y251) and there will be a short animation and after that animation I want the object to be visible again, but on the same place where the character STOPPED. Can I do that?

Thanks in advance.
#226
Well, I will have to see what is wrong with it. Thanks for your help. I couldnt get this far without that code. Its really difficult. Thanks a lot. Will let you know in an hour or so.
#227
Well now it looks like this:

#sectionstart ok_Click  // DO NOT EDIT OR REMOVE THIS LINE
function ok_Click(GUIControl *control, MouseButton button) {

if (password.Text!="") {
String input=String.Format("%s", password.Text);

if (input=="1111") {
    // my code
}
}
}
#228
 :'( I feel like a complete idiot. I did exactly as you said, but the GUI just come up and my mouse cursor change into "Wait" mode and I can do nothing. GUI is inactive.
#229
Which button_click method? I dont exactly know where to put it. When the GUI come up now, it is called password, it is not possible to interact with it and it is grey.
#230
Yep, that is working, thanks. But I really need a custom GUI that will have the same function as input box, but will look better.
#231
Beginners' Technical Questions / Password GUI
Sun 25/02/2007 11:07:55
Ok, now I know there are several topics listed for this problem, but they are for the older version of AGS and if they are not, I dont know where to put the scripting, what to type and so on... So I need a guide for lamer like me:

When my character use inventory on object, I want a GUI to come up and ask the player for a password. If he types in the right one, he will proceed, if not, the GUI will close and some message will display.

Thanks a lot!
#232
Thanks a lot!
#233
Now its working, that is great, but I just cannot stop it. For example if I put display message instead of //player is on region A, it will be there for ever. What to do now? Thanks for the help by the way.
#234
I was also trying to do this with: ischaractercollidingwithobject, but didnt help me.
#235
I have an area divided into A, B and C. There is a XYX character in C. Now I want to do it like this: After player character do something in B, he have enough time to go to A. Now after this time (timer) I want XYX to come from C to B and at this point (XYX standing in B area) I want the game to consider wheter player character is on region A or not. Now I cannot do this with regions, because XYX is not a player character. Can anyone help me?

Thanks
#236
Oh! Thats really difficult  :D. Thanks for the help. I will try it and see how it works :)

EDIT:
It works! And its great! : ) I managed to open and close this descriptive gui along with inventory window. Thanks for help!
#237
Hi ther. I want to have two guis - inventory and describing gui, so after I click on some item in my inventory, the other GUI will show a text for this item. How do I do this?

Thanks.
#238
thanks a lot!
#239
Well. I was trying to make this work, but its hopeless  :-[. When I click on the hotspot it always give back just the first sentence: "Its a cactus." It doesnt go any further in the script. I started this as an empty game, is that the reason why?

// room script file
    int cactus;

#sectionstart hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
  // script for Hotspot 1 (cactus): Look at hotspot

if (cactus == 0) {
    character[RILE].Think("Its a cactus.");
  }
  if (cactus == 1) {
    character[RILE].Think("SOMETHING.");
    character[RILE].Think("SOMETHING.");
  }
  if (cactus == 2) {
    character[RILE].Think("SOMETHING.");
    character[RILE].Think("SOMETHING!");
  }
}
#240
Damn it, Im sorry! But there is written import for 640 x 400. I didnt know it will work for 640 x 480. Damn it! Another topic for nothing. Sorry!
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