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Messages - Ghostlady

#341
I disabled the "Walk To" cursor in my startup script:

Code: ags
#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
Ã,  // called when the game starts, before the first room is loaded
Ã,  gIconbar.Visible = false;
Ã,  gGui3.Visible = true;
Ã,  gGui11.Visible = false;
Ã,  mouse.DisableMode(eModeWalkto);
Ã,  mouse.DisableMode(eModeTalkto);
Ã,  mouse.DisableMode(eModeLookat);
Ã,  SetNormalFont(3);


But it shows up and I haven't enabled it?Ã,  I am confused.Ã,  See example below:

#342
My game is using two characters.  If the first character has enough inventory items to cause the player to scroll down, when I change to character two and this character has say only two inventory items, you can't see them unless you scroll back up.  Is there anyway to make the inventory items always start displaying by the first one?
#343
The timer worked.Ã,  Brilliant.Ã,  I learn something new everytime I come here.Ã,  Thanks AGAIN Ashen.Ã,  :)
#344
I am working on a puzzle that turns objects off and on.Ã,  The object is to click on the object while it is on.Ã,  The problem is I have to put a "Wait" in the script between the turning off and on of objects otherwise you won't see them turn off and on.Ã,  With the "Wait", it stops other scripts from running so now the object is unclickable.Ã,  Any ideas?
#345
Bravo Ashen,

This worked:

Code: ags
if (oImage1.X == 51 && oImage1.Y == 91) {


I was really pulling hair with this one.

BTW, it is not a scrolling room and it is using the 640 x 480 size.

#346
I am creating a puzzle that has 11 objects on two shelves.Ã,  Five objects on the top shelf and six objects on the bottom shelf.Ã,  When clicking on two of the objects, they will change places.Ã,  I know which two objects have been clicked.Ã,  The problem I am having is knowing where those objects are.Ã,  I have tried something like this:

Code: ags

if (Object.GetAtScreenXY(51,91) == oImage1) {
Ã,  Ã,  Ã, object[0].Move(51, 91, 5, eNoBlock, eAnywhere); }
else {
Ã,  Ã,  Ã,  if (Object.GetAtScreenXY(117,90) == oImage1) {
 Ã,  Ã,  Ã,  Ã,  Ã,  object[0].Move(117, 90, 5, eNoBlock, eAnywhere); }


but it is not working.Ã,  The coordinates are from what is displayed as the "objects position" when adding an object on the screen.Ã,  Ã, Are these coordinates different than the screen coordinates and if so, how would I adjust?
#347
Yes I agree.Ã,  I like helping people too.Ã,  Hopefully someday I can help out here too, when I get all this coding down. :)
#348
This is great, thanks monkey.  I wish I new about pointers before.  But now that I know.....

BTW monkey, do you know that your avatar is showing as a broken image?
#349
I will print this off and put it with my "forum manual".Ã,  It comes in handy when I read something on the forum or see an example and I don't want to go back and search for it later when I want to use it.Ã,  I have a printed copy.Ã,  Interesting about the pointers.Ã, 
#350
Aha, pointers, now it makes sense.Ã,  This is good info to know.Ã, 

object - I should have picked up on that.Ã,  The zip file that I download only contains the code for the slider movement.Ã,  No "end puzzle" code.Ã,  I copied that from the other post.

I changed my on_mouse_click code per your request :)

Thanks again Ashen, I think this is a go.Ã, 
#351
Thanks Ashen, I put the walkable area in and now the blocks are moving.Ã,  Now I am trying to code the part for the end of puzzle condition.Ã,  Using your code from the other post, I am getting an error message of -- '[' expected -- and it is pointing to this line:

Code: ags
Hotspot *hot = Hotspot.GetAtScreenXY(object.x+25,Ã,  object.y-25);Ã,  //Middle of tile


I haven't been able to find in the manual what '*' means next to something.Ã,  Can you explain that to me?

Here is the whole script, can you tell me where I need to add that bracket?
Code: ags
// room script file
int button_pressed=0;
Object *ob;

// called when the puzzle is solved:
function Checksolved() {
Ã,  int correct;
Ã,  int i=1;
Ã,  while (i <= 8) { // or number of slide-pieces
Ã,  Ã,  Hotspot *hot = Hotspot.GetAtScreenXY(object.X+25,Ã,  object.Y-25);Ã,  //Middle of tile
Ã,  Ã,  if (hot.ID == i) correct ++;
Ã,  Ã,  else correct = 0;
Ã,  Ã,  Ã,  Ã, i ++;
}
 if (correct == 8) { // or number of slide-pieces
Ã,  Display ("you did it");
 }
}


#sectionstart room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
Ã,  // script for Room: First time player enters screen
StopMusic();
Wait(40);
object[9].Move(268, 202, 5, eNoBlock, eAnywhere);
Wait(40);
object[9].Visible = false;

Ã,  
}
#sectionend room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
Ã,  // script for Room: Repeatedly execute
Ã,  
Ã,  if (mouse.IsButtonDown(eMouseLeft)) {
Ã,  Ã,  if (button_pressed==0) {
Ã,  Ã,  Ã,  button_pressed = 1;
Ã,  Ã,  Ã,  ob = Object.GetAtScreenXY(mouse.x, mouse.y);
Ã,  Ã,  }
Ã,  } 
Ã,  else {
Ã,  Ã,  button_pressed=0;
Ã,  Ã,  if (ob != null) {
Ã,  Ã,  Ã,  ob.Baseline = 0; 
Ã,  Ã,  Ã,  if (Object.GetAtScreenXY(ob.X + 50, ob.Y-1) == null && GetWalkableAreaAt(ob.X+50, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X+50, ob.Y, 3, eBlock);
Ã,  Ã,  Ã,  Ã,  Checksolved();
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X - 50, ob.Y-1) == nullÃ,  && GetWalkableAreaAt(ob.X-50, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X-50, ob.Y, 3, eBlock);
Ã,  Ã,  Ã,  Ã,  Checksolved();
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y-51) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y-51) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y-50, 3, eBlock);
Ã,  Ã,  Ã,  Ã,  Checksolved();
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y+49) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y+49) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y+50, 3, eBlock);
Ã,  Ã,  Ã,  Ã,  Checksolved();
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  ob = null;
Ã,  Ã,  }
Ã,  }
}


#sectionend room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object0_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function object0_a() {
Ã,  // script for Object 0: Any click on object
object[0].Move(object[0].X + 50,Ã,  object[0].Y,Ã,  3, eBlock, eAnywhere);Ã,  Ã, 
}
#sectionend object0_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
 
#sectionstart on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (mouse.IsButtonDown(eMouseRight)) {
Ã,  player.ChangeRoom (29); 
Ã,  ClaimEvent();
}
}
#sectionend on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#352
I found this post - HERE with scripting for a slider puzzle.Ã,  I download the slider.zip and it works great.Ã,  When I try the same code in my game the blocks will not move.Ã,  One of the differences is that my game is 640 x 480 as opposed to the 320 x 240.Ã,  Another is that my object blocks are 100 x 100 instead of 40 x 40.Ã,  Are the "X" and "Y" coordinates different when using 640 x 480?Ã,  Instead of checking "40" I was checking "100" and then I tried "50" because it look like it needed 50 when viewing the mouse position.Ã,  This is a first person game and the characters are transparent.Ã, 

Code from download:

Code: ags
if (Object.GetAtScreenXY(ob.X + 40, ob.Y-1) == null && GetWalkableAreaAt(ob.X+40, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X+40, ob.Y, 3, eBlock);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X - 40, ob.Y-1) == nullÃ,  && GetWalkableAreaAt(ob.X-40, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X-40, ob.Y, 3, eBlock);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y-41) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y-41) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y-40, 3, eBlock);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y+39) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y+39) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y+40, 3, eBlock);


This is my code:

Code: ags
if (Object.GetAtScreenXY(ob.X + 50, ob.Y-1) == null && GetWalkableAreaAt(ob.X+50, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X+50, ob.Y, 3, eNoBlock, eAnywhere);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X - 50, ob.Y-1) == nullÃ,  && GetWalkableAreaAt(ob.X-50, ob.Y-1) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X-50, ob.Y, 3, eNoBlock, eAnywhere);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y-51) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y-51) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y-50, 3, eNoBlock, eAnywhere);
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X, ob.Y+49) == nullÃ,  && GetWalkableAreaAt(ob.X, ob.Y+49) != 0) {
Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X, ob.Y+50, 3, eNoBlock, eAnywhere);
#353
QuoteThe new interface makes it seem much more professional that Hauntings of Mystery Manor.

Yes it does.  I used the default for the HoMM game because to me it looked all creepy like the game.  Obviously no one else cared for it and I was shredded to pieces on that.  I  decided to not make that mistake again.  ;)

I am really enjoying making this new game.  I "really" got into the scripting side of it all and am happy with the results so far.
#354
The game is very near completion, so I added some new screenshots.

Intrigue At Oakhaven Plantation takes place in a Southern Plantation in Louisiana.Ã,  You arrive there, 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 relative/character 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 may swap between the two characters at any point and they each will have different puzzles.

The game is 95% complete in all areas, graphics, story and coding.

This game will be a commercial game.

"First person" playing two characters.

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, 

More screenshots can be viewed HERE


#355
I am getting ready to start a new game.Ã,  Can anyone tell me why I "shouldn't" use 800 x 600 resolution? Has anyone used it yet and what are your opinions or advice.
#357
I meant while actually doing the translating.Ã,  You export the text from the game into a text file.Ã,  It sets it up as such:

Hi, my name is Gilbot
Here is a blank line where the translation would go; does it recognize the accents here?

Then when this is complete, you import this back into the game.
#358
When using the translator, does it recognize the accents (é, ê è) or will the text need to be typed in without?
#359
The first name out of the hat was Marlamoe and the second was Alk3Catch.  You should be able to email me through my profile on this board, and I will send you the link. 
#360
They were good thoughts.Ã,  :)
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