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Messages - Ghostlady

#121
Quote from: Eon_Star on Sat 10/08/2024 01:07:55Hello.

I used a mod and made a tutorial regarding the subject. You may take a look:

https://www.youtube.com/watch?v=oeQ0biGxVyY&list=PLdlsMVDmowzSkFXAwnV_dOXjrSqYsjU15&index=41

I hope to be of help.

 :-D

Do you have the code, only to plop the screenshot into a place on a Save or Restore Gui? Here are both guis I am referring to.  Early stages with no graphics yet. The screenshot would be above the buttons.

#122
This is wonderful!  I came upon it too late though.  How unfortunate for me.
#124
Can you tell me where "lstSaveGamesList.FillSaveGameList" is being initialized?  I am getting an Undefined token '1stSaveGamesList'

Also, should I be clicking on the link (BASS, Sierra, Verb Coin: updated find_save_slot(), fix going over limit) and use that code?

Code: ags
Sierra-style/function show_save_game_dialog()
{
  // get the list of save games
  lstSaveGamesList.FillSaveGameList();
  if (lstSaveGamesList.ItemCount > 0)
  {
    // if there is at least one, set the default text
    // to be the first game's name
    txtNewSaveName.Text = lstSaveGamesList.Items[0];
  }
  else
  {
    // no save games yet, so default to empty text
    txtNewSaveName.Text = "";
  }
  open_gui(gSaveGame);
}
function show_restore_game_dialog()
{
  lstRestoreGamesList.FillSaveGameList();
  open_gui(gRestoreGame);
}
#125
Very good, that's what I am needing.
#126
I am referencing the windows that are called using SaveGameDialog()/RestoreGameDialog()
See attached image - When clicking on the buttons they will execute the above, which pulls up a gray box and that's what I would like to replace and also would like to see the code to replicate saving, loading, etc.
https://mysterymanor.net/images/samples/Interface.png
#127
Is there a way to customize the default Load/Save window with different colors and font?  Also, were does it reside?  I can't find code for it.
#128
Thank you, Kris. This worked perfectly!
#129
I have gui's for all my characters and the gui stays on the screen with text until it is clicked and then the gui goes away.  I created a non character gui with a label for text and made the gui pause game when shown and clickable but it doesn't work if it is clicked on. I have to put a "wait" in between to even see it. so I have to do a gui.enabled true - a wait - then a guu.enabled = false. What do I need to have the gui stay on the screen and wait for the player to click on it?
#130
That was it! Yikes how did I miss that?  I kept making the gui bigger. Thank you so much.
#131
The gui is Height 240 and Width 320.  Can it be the text is larger than the hotspot?
#132
When the mouse rolls over a hotspot, text is displayed of what the hotspot is.  The text is being truncated.  How do I fix this?

This is in the global script: 
Code: ags
  x = mouse.x + 20;
  y = mouse.y + 20;

//  if (x - gGui9.Width > 320) { 
//      x = 320 - gGui9.Width; }
//  if (y - gGui9.Height > 200) { 
//      y = 200 - gGui9.Height; }
//  gGui9.SetPosition(mouse.x, mouse.y);
  
  if (mouse.y > 240/2) y = mouse.y - 10;
      else y = mouse.y+10;
  if (mouse.x > 320/2) x = mouse.x -10;
      else x = mouse.x+10;
  gGui9.SetPosition(mouse.x, mouse.y);

Here is a sample of the truncation:

https://mysterymanor.net/junk/SampleOverHotSpot.png
#133
Nice! Thanks.
#134
Thank you Vincent for your suggestion.  I ended up doing moves.  I was looking for a quick way, like move object 1 to hotspot 1, without have to figure out the coordinates.

Code: ags
Wait(10);
      object[1].Move(85, 95, 5, eNoBlock, eAnywhere);
      Wait(2);
      object[2].Move(135, 95, 5, eNoBlock, eAnywhere);
      Wait(2);
      object[3].Move(185, 95, 5, eNoBlock, eAnywhere);
      Wait(2);
      object[4].Move(85, 145, 5, eNoBlock, eAnywhere);
      Wait(2);
#135
I have a slider puzzle with 9 squares (hotspots) and 8 of them have an object on them. How can I create a "reset" and have all the objects go back onto the hotspots where they originally came from?
#136
Thanks.
#137
For speech files, are there any best practices for using WAV or MP3?
#138
Ok that worked. The "Leave As Is" was selected so I changed it to top left pixel.
#139
I am working on a very old game and have imported it into the latest version. I have been updating some of the graphics and when I do an import for a sprite, it has a black background instead of a transparent background. How do I fix this?
#140
Disregard previous post.  I am going to do something different with this. Thank you for your help!
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