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Messages - Ghostlady

#281
I am not doing the graphics so I can't explain what is being used.  I think the inside shots are 3d models and Photoshop.  What is CG? 
#282
This was the 3rd try for a gothic house.  It seems this type of structure is quite daunting for graphic artists, so yes, it is a mix.  The lighting in the above image is for early morning.  Here is the night version:



The story is about the house and the original owners.  How it came be built, the tragic events of the people who lived there and the spirits who still inhabit the house.  The cross over from present to past.  Through flashbacks, the player learns secrets and yet is protected by events happening in the present, since someone or something is trying to scare the player away.
#283
That worked and that's what I needed.  Thanks.  :)
#284
Is there a way to dump the game scipt into a text file?  I know there was a way to do it in previous versions.  I can't seem to find that function in the current AGS version.
#285
You play as Sarah, a recent widow who has received a mysterious brochure for a B&B called Cliffhouse on the coast of Washington State, where some of the most dangerous and evil waters exist.  In Sarah's grief and despair she decides to get away from it all and drives to the B&B.  She arrives early morning.
 


She enters the house and meets numerous characters, the owners and the visitors.



As Sarah explores the house, she begins to unveil a dark and mysterious story of the people who originally owned the house in the 1800's, the sea captain and his wife.  Sarah also thinks she hears music playing at night and sees ghostly images in mirrors.



I think you get the picture.  ;)


The Graphics are 75% done.  
The Story is all mapped out.
The Scripting is at 50%.

This is not in the horror genre but the ole gothic haunting tradition.


#286
Ah, and this is very good information.  Thanks for your help.
#287
That's what I originally did but I get this error on the "leave room".

room70.asc(9): Error (line 9): '.ambient_sounds_persist' is not a public member of 'Game'. Are you sure you spelt it correctly (remember, capital letters are important)?

My code:

  Game.ambient_sounds_persist = 0;

But I know what the problem is, I was using "Game" instead of "game".  Once I changed that it worked.  What is the difference between the capital G and the lower case "g"?
#288
So that would mean any room where I am using ambiant sound, prior to these three rooms, I would have to add game.ambient_sounds_persist = 0; since it will be set to 1 when the game starts?  But then I would be shutting it off before I get to the three rooms I want it for.  Actually as I am typing this, I just realized I can make it a music file instead and I won't have this problem.  I am still currious though how to make it work.
#289
I would like to carry over a sound effect from room to room (3 rooms) without it stopping and starting.  I want to use ambiant sound so that is does not stop at end but rather loops.  For PlayAmbiantSound - The manual states:

NOTE: The sound will stop when the player leaves the room, unless the game.ambient_sounds_persist variable is set to 1.

Can someone tell me how to set this and then turn it off when I am done with the 3 rooms?  I keep getting syntax errors.

#290
There are five sounds that come with this module:  pickupsound, dropsound, snapsound, completesound and lockedsound.  They are in .ogg format.  When I converted them to .mp3's, not all the sounds played and some of them would use the same sound file.  For example, for the puzzle piece pickup, it would play the pickupsound and for the puzzle piece drop, it would also play the pickupsound.  When I went back to the .ogg format, all the sounds played correctly.  I am using the .ogg files, but thought I report the problem.
#291
That's actually quite ingenious, Maverick.

GarageGothic you have opened my eyes.  I have some studying to do.
#292
So if I made a square grid and checked if the mouse was somewhere within a space in that grid and then checked where the character was (but wouldn't the character be there if it was on the mouse?) and if the character fell within the square of the grid?  Something like that?  Not sure what you mean by "modify the character's (x,y).
#293
I guess I can't have 70 hotspots either.  Would I need to check where the mouse is?
#294
Can you work a drop and drag with characters?  Do you code the same as an object but just use a character?
#295
Beginners' Technical Questions / Zigsaw Puzzle
Thu 19/06/2008 02:53:26
According to the documentation, the limit on objects per room is 40.  I was planning on creating a zigsaw puzzle with 70 pieces.  Anyone know a way to do this?
#296
iKey.Graphic = 23; is what I kept trying.  It does need this also:

player.ActiveInventory=player.ActiveInventory;

that is what finally made it work.
#297
QuoteTry to change the graphic of the inventory item itself

That's what I am trying to do and it is not working.  What is the syntax?
#298
I used this in the "repeatedly execute section of the global script (AGS 2.7) to use a smaller image in the inventory gui and a larger image on the cursor.

Mouse.ChangeModeGraphic (eModeUseinv, 36);

So for what I need now, is the changing the graphic of the inv item. I have a key facing to the right to open doors on the right side of a hallway.  The key is facing the wrong direction for the doors on the left though.  I wanted to swap the key pointing right to the key pointing left when the mouse goes over the hotspots on the doors to the left.

I've tried different things from the manual and I can't get the graphic to swap.
#299
Does this not work in the new version of AGS?

Mouse.ChangeModeGraphic (eModeUseinv, 36);

I am trying to change the graphic for an inventory item on a specific hotspot.  It doesn't seem to be working.
#300
Okay, I got it to work using this.  Cool...

      popupinv.X=(42 - Game.SpriteWidth[inventory[data].Graphic])/2;
      popupinv.Y=(26 - Game.SpriteHeight[inventory[data].Graphic])/2;

It places the inventory item right in the middle of the gui without ever having to switch images....

Very cool.. Thanks.
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