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Messages - Gold Dragon

#41
Ok I'm trying to emulate the Function Display using SSH's Sprite Font script module.

In GlobalScript.asc I have....

Code: ags

SpriteFont Courier;

function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null ){
  
  int txtwidth;
  DrawingSurface *Screen=Room.GetDrawingSurfaceForBackground();
  
  if(*Font != null){
    *Font=Courier;
  }
  
  if((x == 0) && (y == 0)){
    y = 121;
    txtwidth = Font.GetSpriteTextRawWidth(txt);
    x= FloatToInt((400-(txtwith * 0.5)), eRoundUp);
  }
  Font.TextOnBackground(x, y, txt);
  WaitMouseKey();
  Screen.Release();
}

.
.
.
.
.

export Courier;
export DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );


In my room Script I have

Code: ags


import SpriteFont Courier;
import function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );
.
.
.
function hStool_Look(){
  DisplayFont("UMMM.... ITS A STOOL GENIUS. YOU SIT ON IT.");
}



But I get the Error "Cannot Declar Pointer to non-managed type?"
at "import function DisplayFont( String txt, int x=0,  int y=0,  SpriteFont *Font=null );"

Can anyone help me?
#42
Well its time to get some C&C input on some of my art work. Let me know what you guys think



Drop Down Icon Bar      (I'll Fix the Walking Icon on the Left When I finish my walking Sprite)



Inventory window



Inside...Black Smith Starter room



Out Door Scenes Drawn by my Uncle





I know the two Styles are different for inside rooms and the outdoor ones.. but could it work? If they were consistent?

Let me know what you think guys
#43
ok no errors.. but still no action

I've.....

*enabled the plugin

*put the code in my room script

    function room_AfterFadeIn(){
         FireAddObject(0,6,7);
         FireEnableSeeding(0);
         FireSetStrength(0, 100);
         FirePreHeat(0);
         FireUpdate();

    }

    function repeatedly_execute_always(){
        FireEnableSeeding(0);
        FireUpdate();
    }


But still no fire WTH! =(
#44
no I didn't...


ok enabled it... but still not working.. but at least I don't have any more error messages. I'll play around with the code a bit more and see if I can get it to work
#45
I have tried and tried and tried to read up on this mod to get it to work and I just can't seem to get it to work. Every one says they got it solved but aren't exactly saying how they did or I"m not understanding it.

this is what I have done so far.

*I've copied AGS_Fire.dll file and put it in my Adventure Game Studio 3.0.1 folder

*I have put the code in the Globalscript.ash

// Main header script - this will be included into every script in
// the game (local and global). Do not place functions here; rather,
// place import definitions and #define names here to be used by all
// scripts.
import int FireAddObject(int object, int seedSprite, int paletteSprite);
import int FirePreHeat(int object);
import int FireDisableSeeding(int object);
import int FireEnableSeeding(int object);
import int FireSetStrength(int object, int strength);
import int FireRemoveObject(int object);
import int FireUpdate();
import int FireStop();

*in the room code I put

/ room script file
function room_AfterFadeIn(){
  FireAddObject(0, 6, 7);
  FirePreHeat(0);
  FireDisableSeeding(0);
  FireEnableSeeding(0);
  FireSetStrength(0, 25);
  FireRemoveObject(0);
  FireUpdate();
 
}

*Room compiles and everything.. then when when the room fades in I get "Error:unable to create local script: Runtime Error: unresolved import 'FireAddObject'

what am I doing wrong.. can some plz give me a step by step way of how to use this wonderful mod.

Sometimes I'm slow at understanding things. but when I get it.. I get it
#46
Hints & Tips / Re: NES Quest
Sun 20/04/2008 04:41:25
I ok I'm stuck or just too dam dumb at the moment  ;D :P

I have these items
Spoiler
Nes, camera, rock, Make up
[close]

The only places I can go is Home, Geek place and Park.... what am I missing!?!?
#47
Hey Man Awsome game!!!!    ;D ;D ;D

got a Question

Spoiler
how do I search the doc. files?
[close]
#48
Critics' Lounge / My First Proud room
Sun 26/10/2003 19:07:58
Hey guys,

This is my first proud room... its still missing some furniture but I thought I would get some opinions on it now. The room will have a little shrine on the table and another table at the other end with a bonzi tree. If  any of you know more about japaneese cultire and/or know where I can look for some side to help my know how and what to draw for my japanese culture type game I would love to know where.

anyways feel free to critique and/or improve you would like... the sliding door on the left of the door will be move able in the game..



Sorry about that guys...   I updated the pic so it should be viewable now  

thank you very much for your comments
#49
ok I have a pic that I want people to look at but, I don't know how to post it?  how do the code in the post and I don't have any web space so how to I get it so others can look at it?
#50
Great!!!! ;D ;D ;D ;D

one problem... don't know those functions yet or have a clue of how to put all that together? Plus how do you make a GUI

also where can I get that plugin?
#51
Hey do you guys know any way to make desplayed text or diolog text for that matter fade in the screen and fade out... this would be really cool feature for intros I would think

also is there a way to make it look like text is being typed across the screen?  this would be good for when characters are speaking.

and is there a way to make text scroll upwords for credits and intos?
#52
Thank you I'll try that
#53
I told you guys would hear more of me but I hoped it wouldn't have been this soon.  :( :(   :'( :'(

ok I created a new cursor mode called 'move' in the Cursor's editor

then in the global Script I created this function to simulate moving an Object from one plance to another.
----------------------------------------------
function Move_Object(){
 int Objint;    // integer to store the object number

  // On the first Left click get the object # and store in Objint
  on_mouse_click (LEFT);{
   Objint=GetObjectAt(mouse.x,mouse.y);
 }

 // On the Second left click move the object to the new position the mouse is at
 on_mouse_click(LEFT);{
   MoveObjectDirect(Objint,mouse.x,mouse.y,3);
 }
}
----------------------------------------------

in the room script it looks like this
----------------------------------------------
// room script file

import function Move_Object();  // Import Move_object() from global Script

function room_a() {
 // script for room: Player enters screen (before fadein)
SetObjectIgnoreWalkbehinds(4,1);
SetObjectIgnoreWalkbehinds(5,1);  
}


// this is the script that is excuted when the 'move' cursor is activated in the interactions menu for Object 5

function object5_a() {  
 // script for object5: Move object
Move_Object();
}

-----------------------------------------------

When I click on the object I want to move when testing the game. I get this "illegal exception" message

An exception 0xC00000FD occured in ACWIN.EXE at EIP=0x0044B8E ;program pointer is+6, ACI version 2.56.627,
gtags (0,64)

(the message to notivefy CJ)

(Room 1 script line 116)

-------------------------------------------------

the script line 116 is the line
MoveObjectDirect(Objint,mouse.x,mouse.y,3);

I'm really sorry about this mess..

if you have another way to move an object during runtime by the user from one position to another please let me know.
#54
That did it!!!!!!!!!!!!!!!!!!!!!!
;D ;D ;D ;D ;D ;D ;D ;D
thank you very much guys...  

I hope you guys will bear with me because there will be more posts in the future

see you guys around
8) 8)
#55
I put it in just I saw it in the manual

SetObjectIgnoreWalkbehinds (4,1);

so in my room script it is..

// room script file
//SetObjectIgnoreWalkbehinds(4,1);

just like that nothing is before it or after it.

all the interaction with object 4(which is the cutting board) is done with the editor and not script..

The Error that pops up says..

There was an error Compiling your script. The problem was:
In: 'Main script'
Error (line 2): Parse Error: unexpected'SetObjectIgnoreWalkbehinds'

I don't know how else to implement this script?
#56
Hey guys... first off I would just like to thank CJ for making a wonderful adventure game engine for all of us.

ok the point...   I have a table in the middle of my room that of course I used a walkbehind defined area on. I also have a hotspot on it to interact with an object in my inventory so I can put my inventory item on the table. When I turn the room object back on (to simulating putting the inventory item on the table) it always puts it behind.

so I tried the SetObjectIgnoreWalkbehinds in the room sript

like this...

SetObjectIgnoreWalkbehinds(4,1);

and it always comes up with an error.. there is nothing before it or after it.

if you guys have any ideas I would really apprieciate it..

thank you ;D ;D ;D
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