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Messages - Ghostlady

#321
Capital S made a big difference.  I'll play around with the new formatting of Strings.  Thanks to the both of you. 
#322
What is different with the "string" command in V2.72 from V2.71?  I am trying to put conversation text on a gui, the way I did it using the prior version and I am getting this error:

Type mismatch:  Cannot convert 'const string' to 'string'

Global Script:
function SaySpecial(Character *thechar, string message) {
  slabel.TextColor = thechar.SpeechColor;
  slabel.SetText(message);
  thechar.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays
  slabel.SetText("");

Script Header:
import function SaySpecial(Character *thechar, string message); //make function useable in room scripts as well

Room Script:
// script for Room: Player enters room (after fadein)
    gGui4.Visible = true;
    SaySpecial(cSarah, "Here at last.");
    gGui4.Visible = false; }   
}
#323
Quote
[joke] What! Another rip-off![/joke]
:P

I went back and forth with the thought of giving this puzzle game more story.Ã,  During beta testing, a lot of people didn't like the story ending with the diary so I added the backstory.Ã,  It is somewhat lengthy.Ã,  I ended up liking it but it probably should have been broken out more instead of all at the end.
#324
Yes, it is mostly a puzzle game.

What is your opinion of the story?Ã,  Now I know this is more of a "girl" game, but nonetheless, I am interested in what you have to say.Ã,  ;)
#325
OK, so this game has been completed for a couple months and I neglected to come over here and post.Ã,  When the game released there were so many crazy things going on in my life I'm lucky I remembered my name.Ã,  ::)

Intrigue At Oakhaven Plantation takes place in a Southern Plantation in Louisiana.Ã,  You arrive there, as Daphne, upon request from your grandmere, to discuss matters concerning the inheritance of the house and lands due to the fact that grandmere is old and is ready to decide who she is going to leave her wealth to.Ã,  After you learn what you must do, another character, Dominic, arrives to learn the same.Ã,  At this point, you have puzzles to solve which will gain you points to try to beat the character you don't want to win.Ã,  You can swap between the two characters at any point and they each will have different puzzles.

"First person" playing two characters.
Inside graphics were done by Rebecca Cox and the outside graphics were done by Bill Munns
There is no speech.Ã,  Conversations are with text in gui, but lots of really beautiful music.

Here are some in-game screenshots:

Opening scene:


Inside house displaying gui where you can check each character's score or switch character:


There will be 20 interactive puzzles:












Discover what lies behind the plantation in the murky depths of the swamp, if you can find your way in without getting lost before darkness falls.



If you do manage to navigate the swamp, and you find the Voodoo Mamba, what secrets will her Ouija board spell out to you?

Ã, 

Order Page HERE

You also can read the reviews from this page.
#326
The icon is in the compiled folder.Ã,  I have the IconFilename defined and I tried the test for creating the shortcut, and the shortcut worked.Ã,  :(Ã,  Do you have any other ideas?

Name: {group}\Example; Filename: {app}\Example.exe; WorkingDir: {app}
Name: {group}\{cm:UninstallProgram,Example}; Filename: {uninstallexe}; WorkingDir: {app}
Name: {userdesktop}\Example; Filename: {app}\Example.exe; Tasks: desktopicon; WorkingDir: {app}; IconFilename: {app}\Example.ico
#327
Thanks smiley, that was it.  I had it on the userdesktop line but not on the one above.  Argh, don't know how I missed that.  I got it all working now except for the desktop icon.  It will never display the .ico file.  I get a generic windows icon.  If I don't try to define one, I get the AGS icon.
#328
General Discussion / Inno Setup for Installer
Sun 15/10/2006 22:42:50
Has anyone used this installer?  I seen to have a glitch.  I can create a desktop icon and when used, applies saves in the correct directory.  If I select to run the game from the Start/Programs/Game, the saves go to some "Common Files" directory and the saves from running the desktop game will no longer be accessible.
#329
That's my problem then.  I am using V2.71.
#330
I am trying to create a desktop icon for the executable and the setup.  I created a small icon and ran it through Irfanview to convert it to a .ico file.  It was created with 16 bit color and the size is 32 x 32.  I renamed the icons to user and setup and I put the images in the game folder, but when I try to save the game, I keep getting error messages that I can't rename a bmp file to an icon file or the color depth is incorrect.  What am I doing wrong?
#331
Ahhh, this is what I needed:Ã,  SetSpeechFont(4)

Thank you!!!
#332
QuoteLooking at your error message, are you sure you've set the NormalFont/SpeechFont to Verdana? From the error message it seems that it's trying to use a SCI font.

I wondered about that too????Ã,  In the game script, within the game-start function, I have SetNormalFont(4) and (4) is where I imported the Verdana font.Ã, 

Now this is bizarre.Ã,  I tried an experiment.Ã,  I did a display, and the accent shows up.Ã,  Where I am trying to use it is within a gui with the Say Special function and that is where I get the error.


Gui:


Display:
#333
What version of AGS are you using?  I imported the Verdana font.Ã,  This sentence shows the accent:

Que désirez-tu, mon enfant?

This is the error I am getting:

#334
Does anyone know where I can find a ttf font with french accents that I can import into the game?Ã,  I've tried the CNTRL Number and the copy & paste route, but it crashes the game with an error message complaining about the font.
#335
See if the images work now.  I made some quirks on the server.
#336
I'll be selling it from my website.  It has not been beta tested yet, I may actually recruit some AGS'ers.  ;D
#337
Updated screenshots in original post.Ã,  :) (See above)
#338
OK, that workaround will work for me. Thanks.
#339
The player is hidden.  I am using six different usermodes with all different graphics, but none with that particular graphic.  The other modes are "interact", pointer & wait.  Interactions work fine.  I went in and played with it a bit to try and figure it out and it seems to happen when I have an active inventory item on the cursor and you use the right click on the mouse.  It starts cycling through different modes.  First right click, you get the "walk to", second right click you get the pointer and the third right click goes back to the inventory item.  The weird thing, is that it only happens in certain rooms.  I looked through the scripts and there is no place where I am enabling that mode.....
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