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Messages - Ginny

#541
Nope, I always delete the saved games beofore testing.. Heh, I'll concentrate on the rest of the game for now (MAGS game). Thanks, I really appreciate you trying to solve this for me :)
#542
Hmm well I tried it that way and afterwards with some other adjustments, but it keeps giving me trouble... I could of course forget the _new slot idea and just make sure nothing is selected when the GUI turns on, but the only problem would be that if the player accidentally selects something, he/she needs to close the GUI and reopen it to have nothing selected. I could also have a confirmation box for overwriting which would deselect what was selected if the player clicks the "No" button.

heh :)
#543
I do have BlueGui downloaded, and it's a great GUI, but I did want to solve this myself..However, I'll take a look at the source code and might figure out the problem. My save dialog prolems only occurred when I started messing with the idea of having an option to either save a new game or overwrite one... Hmm, I might have an idea...

Thx TK :)
#544
Hmm, odd, I did try something like this which didn't work out well, and then I believe I read in the manual that both list boxes and save games start with 0. So I removed it. Anyway, trying this now, it still doesn't work properly. There are multiple _new slots which don't get deleted and the wrong slot is overwritten with the new save... I'm puzzled. I've tried changing
selected = ListBoxGetSelected(6, 4);
to
selected = ListBoxGetSelected(6, 4) - 1;
tried changing it to +1, nothing works correctly..

Thanks though, this has helped :)
#545
Here's the thing, I've been trying to make this damn Save GUI to work all day, and it keeps acting weird..

here's the script:

// main global script file

string save_text; // text in textbox
int saves; // number of saved games
int selected; // selected list box item
int new_slot = -1; // slot saved as "_new"

//interface_click

   else if (button == 6)  { // save game
     
     SetTextBoxText(6, 3, ""); // clear text box
     ListBoxSaveGameList(6, 4); // fill list box with saved games
     saves = ListBoxGetNumItems(6, 4);
   
     if (saves < 20) {
     
       SaveGameSlot(saves+1, "_new"); // save a slot as "_new"
       ListBoxSaveGameList(6, 4); // fill list box with saved games
       saves = ListBoxGetNumItems(6, 4);
       new_slot = saves; // new slot is the last slot
       }
   
     ListBoxSetSelected(6, 4, saves); // select the last slot
     
     GUIOn(6); // turn on save GUI
   
     }
   
   else if (button == 7) {  // load game

   ListBoxSaveGameList(7, 3); // fill list box with saved games
   saves = ListBoxGetNumItems(7, 3); // number of saves
   ListBoxSetSelected(7, 3, saves); // select last one
   GUIOn(7); // turn on Load GUI
   
     }


//interface_click for Save and Load GUIs (6 and 7)

 if (interface == 6) { // load GUI
   
   if (button == 1) { // Cancel button
     GUIOff(6);
     DeleteSaveSlot(savegameindex[new_slot]); // delete the new slot
     }
   else if ((button == 0) || (button == 3)) { //pressed enter/save button
     if (saves >= 20) { // reached max
       Display("The PlanetX comitee of badgers has forbbiden tourists to save more than 20 times, so you must give up an existing save."); // message
       Display("Ah, rats.");
       }
     
     selected = ListBoxGetSelected(6, 4);
     GetTextBoxText(6, 3, save_text); // get text
     GUIOff(6);
     SaveGameSlot(savegameindex[selected], save_text); // save game to the selected slot
     
     if (selected != new_slot) { // if the "_new" slot wasn't selected
       
       DeleteSaveSlot(savegameindex[new_slot]); // delete it
       
       }
       
    }
}

if (interface == 7) {
 
 if (button == 1) {
   GUIOff(7);
 }
 
 if (button == 0) {
   
   if (saves == 0) {
     
     Display("You have no saved game to load.");
     
     }
   else {
   selected = ListBoxGetSelected(7, 3);
   RestoreGameSlot(savegameindex[selected]); // restore selected game
   }
   }


Now, when I turn on the GUI it has nothing selected, and when I select something and save the game, after 2 saves there are multiple "_new" slots...

Anyone know what the problem is? Thanks for any help,

Ginny.
#546
Lo Peter: Firstly, welcome! Now, if your midis aren'tover a mega byte large (I think that's the limit, though it might be 5megs) then you can upload them to Neole's free temporary upload space: http://www.2dadventures.com/ags/upload/upload.html
This would be a quick solution. I also reccomend you upload your midis somewhere else, but I umfortunately can't give advice where cause I'm indesicive about where to upload my own stuff heh.. anyway upload it on a free hosting service like freeservers or tripod/lycos.. Just not geocities! :P

Mr_Frisby: Very nice style! I love the pond with flowers on it! And yeah SSH, don't quit, this is indeed a very busy time.. I would love to enter this IF I had any sort of artistic or musical skill or talent... But I can barely use a midi program and I would never manage to do any artwork worty of the idea (And btw, I love fantasy ideas). So just give it time,this might have a slow kickoff, but it will eventually start moving :) I would gladly enter the dialogs department competiton, or any sort of design. Also, i don't recall if you're the programmer or not, but even though I'm hardly experinced at programming, I find it oddly enjoyable :) So just don't give up, and good luck :)
#547
Well good luck to A's future writers and etc :)

I wouldn't be able to do any work in this period of time cause of too much work at school, but if you ever need a writer later on then I'd also apply. I'll  post something I wrote later.
#548
Competitions & Activities / Re:December MAGS
Thu 04/12/2003 20:21:05
Quote from: Mats Berglinn on Thu 04/12/2003 15:01:24GinnyW: A combo of spin-off of Planet of Apes and Christmas? Well, seems okay as long as three character are from Planet of Apes or other stuff (Who or from what does not matter, it's up to you).

Oh god no, you misunderstood me, asmuch as Plent of the apes is a nice movie, it has no connection whatsoever to my game, I just need it to be on a different planet, the main character is a famous char but is a secret, and also I will have several AG characters (nothing from movies). heh. Serious work starting tommorow. :)

edit: Gee I hope LEC won't sue me, all 3 characters turned put to be from LEC games. I'm not gonna rip them though, they'd make the art look even worse heh. I hope it's ok for the NPCs to not be extremely important to the story. There will be interaction and dialogs of course, they're just not really in the story as main roles... Hmm, then again maybe they are lol.
#549
Competitions & Activities / Re:December MAGS
Thu 04/12/2003 14:47:32
Hmm, now chances are that I'm wrong, but isn't AD After Death, that is 0 is when Jesus died? not born? well, I'm not a christian so more likely I'm wrong :P

GhostGR: screw the rules! :P j/k but maybe you could make this game seperately?

Now, as for me, the game will take place on a distant planet controlled by... badgers... and koalas are also an important entitety(sp?) there. The player arrives there and crashes his spacecraft, and is stuck. And it's christmas. that's about all I can tell you without revealing too much.
I've finished the GUI:)
#550
Oh, damn, I've sent in more than one nomination for each category too.. that's how I understood the threadat least. Well, we'll see what happens. :P
#551
Well I like LucasArts games and yet I also like nto havemany hotspots. The floor and walls are a bit too much IMO, unless they won't create a problem like you mentioned and have funny responses. I think that hotspots' names should be displayed either at the top or on the cursor... Cause then with all the hotspots you can miss something, and with few hotspots you'll be clicking on non-interactive-no-look-message stuff all the time. Anyway if you have extra hotspots it's always nice to be able to do something with them that isn't part of the game, like read a book you won't need, etc. Sortof adding to the richness and immersion. I like feeling that I'm inside the world the designer created, not playing a game... This is of course just my opinion :)
#552
Competitions & Activities / Re:December MAGS
Tue 02/12/2003 19:36:34
Hmm at first I didn't have any idea for this months, but my longing to enter this month overcame that and made me develop an idea :)
so I'm starting on the GUI now and hopefully if I work fast enough plus we have hannucah, I'll make it :P

Good luck everyone who enters...

PS: I'm having trouble thinking of a famous character to use....

edit: Ok, got the famous chars, now to work! :P
#553
Competitions & Activities / Re:November MAGS
Sun 30/11/2003 20:53:48
Congartulations Mats! *Can't wait for the rules* :)
#554
Competitions & Activities / Re:November MAGS
Sun 30/11/2003 20:01:38
I hope next months theme won't be an x-mas theme, there already was one and I was hoping to enter, but don't really think I'll have an idea for an x-mas game:P. but anyway, it's your choice (whoever wins). ;)
#555
Competitions & Activities / Re:November MAGS
Sun 30/11/2003 17:15:40
All 3 entries were of great quality, I literally sat for hours deciding which game to vote for. Everyone deserves to win, I just finished all 3 and all are original. So voting was difficult. Good luck to everyone. :)
#556
Competitions & Activities / Re:November MAGS
Thu 27/11/2003 20:23:37
Quote from: Mats Berglinn on Mon 24/11/2003 19:00:04Here is my entry... WIZARDHOOD!!!  ;D

Mats: So far I like this game and the puzzles are logical, but for the life of me I can't figure out:

Spoiler
Why I can't combine the mushroom with the whiskey+ginger. I'm wondering wether I might need to dry the mushroom somehow, cause it needs to be dried, but I can't. I've tried putting it in a caludron but nope. Help please (if you can, just give a small hint).
[close]

I like the music a lot, and the animations are nice. :)
#557
TheQisSilent: I think the problem is that

function dialog_request (1) {
FaceLocation (MYSTERY, 49, 222);
}

is supposed to be

function dialog_request (X, or int X don't remember) {
if (X==1) {
FaceLocation (MYSTERY, 49, 222);
}
}

ant use run-script 1

X can be anything you wan tas long as it's consistent within the function.
#558
You can define a var at the top of the global script (e.g int x;) and then youhave to put import x; in the script header (it's a seperate file in the script menu) I'm not wuite sure if it's import x; or import int x; or something, but anyway, the other method is to put SetGlobalInt(1,0); in the game_start function (or anywhere else basically) though it's rather pointless as the initial value is 0 anyway. but you could, like, put SetGlobalInt(1,3); (i.e setting the first global int to a value of 3) and then in another room you use if (GetGlobalInt(1) == 3) {
//something happens
}

:)
#559
Wow, thanks, I hadn't thought of the possibility that the transparancy would be set as a negatiove number with jumpps of 40 for example. I have thoughtof taking out the SetObjectTransparancy(objnum,0); so that objects can be transparent and still dafe out more, or vice versa. Thanks for editing :)
#560
I made a function a while ago for fading objects in and out, here it is if anyone is interested:

function FadeObjectIn(int objnum, int speed, int rate) {
// objectnum - object to fade in
// speed - 1 = fastest, 5 = slowest
// rate (transparency) - 1 = slower, 20 = faster, 100 = immediate

int trans = 100; // object initially invisible

while (trans != 0) { // as long as object hasn't fully faded in
SetObjectTransparency(objnum, trans); // change the object's transparency
trans = trans-rate; // subtract from transparency percentage
Wait(speed); // short pause, speed
}
}

function FadeObjectOut(int objnum, int speed, int rate) {
// objectnum - object to fade in
// speed - 1 = fastest, 5 = slowest
// rate (transparency) - 1 = slower, 20 = faster, 100 = immediate

int trans = 0; // object initially visible

while (trans != 100) { // as long as object hasn't fully faded out
SetObjectTransparency(objnum, trans); // change the object's transparency
trans = trans+rate; // add to transparency percentage
Wait(speed); // short pause, speed
}
}

:)
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