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Messages - Gilbert

#6101
Try putting the "change room" interaction AFTER "Run script..." and see if it helps.

Though a better solution is, change room within the script, as you'd made one already, delete that change room interaction. Like:

function hotspot1_a() {
  // script for hotspot1: Any click on hotspot
  InterfaceOn(1);
  InterfaceOn(5);
NewRoom(5);//Change to your desired parameters
}
#6102
They're  in game_start, so should be ok.

The problem was, where did you put the InterfaceOn() lines?

Like I said before:
Quote from: Gilbot V7000a on Tue 03/08/2004 10:45:20
What I suspect was that you prolly just add a function blindly without putting it to use in an interaction, did you just type the whole function into the script; or use the interaction menu to add an action (in an event of your choice), set it to "Run Script...", press "Edit Script" then add the two "GUIOn()" lines there?

You should do the latter.

You can't just define a function called room_c() and never specify how or where to use it.
#6104
The problem was, where did you put the InterfaceOff() lines? You didn't show us.
#6105
Hmmm I think 1 had been discussed about long long time ago. The problem was it's probably difficult to tell the system to play a movie file embedded in a data file. Actually even many commercial games (at least in my era) didn't made special treatments to their movie clips, they just lie around in the folders, so most of the time you can just drop them in M$ Media Player and play them, sometimes they just rename them as a disguise (you can do that in AGS games).

* Gilbot V7000a actually hates adding FMVs to AGS games, it's not utilizing the engine and furthermore they can't be played under DOS.

For 2 and 3, I think they can be useful (though they're useless to me as I probably won't go beyond 256 colours).
#6106
Quote from: tweety on Tue 03/08/2004 21:59:21
Is it possible that the sprites are too large, so that the engine can't show them in time? Or what could be the reason?

Hmmm this is rare, but may still be possible, try enabling FPS display and see if your game is running at full speed, add the following line to game_start() of your game:

Debug(4,1);

What's the res and colour depth of your game?

Alternately, you don't need to draw the who character as sprite if you don't need movements in other part of the body, just draw him on the background and make the face a character.
#6107
GUIOn/Off() and InterfaceOn/Off() just did the same things. (Note: in older version of AGS, the GUIs were called interfaces, later to avoid confusions they're now called GUI's, you're recommended to use the GUI...() for function names though.)

What I suspect was that you prolly just add a function blindly without putting it to use in an interaction, did you just type the whole function into the script; or use the interaction menu to add an action (in an event of your choice), set it to "Run Script...", press "Edit Script" then add the two "GUIOn()" lines there?

You should do the latter.
#6108
How about the tutorials in the manual?
#6109
Hints & Tips / Re: RLBAT- Stuck on plane
Tue 03/08/2004 10:39:21
Spoiler

I don't remember details, but all I remember is that you must break the mirror.
[close]
#6110
Critics' Lounge / Re: new game idea
Tue 03/08/2004 10:37:00
Hmmm sounds like a X-Files rip-off.

Maybe we can have better judgement if you have more info and depth on the whole story.
#6111
Really nice :D.

But I think the bright green hilights on the vines on the tree on the right are a bit overdone. They look like flourensic lights/toxic waste/lasers/whatever to me.
And, I can't recognize the bright green parallogram in the middle, what IS that?
#6112
Yeah FadeOut() works too, but in case he wants more control over the process. (For example, I'll never use FadeOut() myself).
#6113
Remember, the base coordinates used by default for objects and characters are different.

For object, the coordinates is at the bottom left corner, for character, it's bottom middle.
#6114
Just where you want the effect to happen, and you don't need another frame for it. Like in your case:

function room_a() {
  // script for room: Player enters screen (before fadein)
  //SetBackgroundFrame(0); //Not needed
  //RawDrawFrameTransparent(1, 99); 
}

function room_b() {
  // script for room: Player enters screen (after fadein)
  SetCharacterView(EGO, 7);
  Wait(20);
  int ii=100;
  while (ii>0) {
      TintScreen(ii,ii,ii);
      Wait(1);
      ii-=5;
  }
}

Unfortunately, I'd checked, and seems that TintScreen() won't make the the screen as dark as expect even when using (1,1,1), if you want it to become REAL dark, TintScreen() may not be a good solution.
#6115
Yeah the characters are great, I'll rather see nicely animated cartoony characters than fully texturised plastic cripple 3D polycrap models. ;D
#6116
I like them, the sprites are great.


Though nearly every thing in similar style is great if you compare with KQ7 ;D
#6117
Hmmm try this:
AimateCharacter(ROGER,character[ROGER].loop,whatever,whatever);
#6118
I just tried a bit and it's quite nice, but I think this is a small bug:
Spoiler

You can get 5 points every time you talk tyo Sheba about the yarn.
[close]
#6119
That's because you're already on frame 1, you cant raw draw frame 1 itself directly on itself.
So you probably need to raw draw frame 1 on frame 0, if you just want it to fade to black, import a bg of pure darkness of the same size into frame 1 (though I think you can also use TintScreen() for it, and it's probably even better).
Moreover, you have to Wait() after each rawdrawing, for simplicity and readibility, I'll change it to a while loop (also read the note in the manual, about restoring the screen):

// room script file

function room_a() {
  // script for room: Player enters screen (before fadein)
  SetBackgroundFrame(0);
  RawDrawFrameTransparent(1, 99); 
}

function room_b() {
  // script for room: Player enters screen (after fadein)
  SetCharacterView(EGO, 7);
  Wait(20);
  RawSaveScreen();
  int ii=100;
  while (ii>0) {
      RawRestoreScreen();
      RawDrawFrameTransparent(1, ii);
      Wait(1);
      ii-=5;
  }
}
#6120
Sounds fun and the screenshots look professional. :D
Can't wait for it to be finished.
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