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Messages - Goot

#181
You could make it so whenever speech is displayed, the GUI turns off and then turns back on after the speech finishes.
#182
Click the interactions button, choose run script, and type
Display("message here");
#183
Beginners' Technical Questions / Re: Flic?
Sat 25/09/2004 20:56:36
You might also want to make it so the player can press esc and skip the intro. In this case you need to use DisplaySpeechBackground and other non blocking functions, with Wait(1);
if(IsKeyPressed(esc key #, look this up in the manual)==1){
NewRoom(mainscreen room #);
}
for ever loop in the intro. There might be an easier way of doing this, but that's all I could think of.
#184
I know there's something called blender which you can make games with and it's free. I haven't used it before or anything though.
#185
Are you in hi color or higher? You can use the color finder thing where the pallette usually is to get the right green.
#186
What do you mean by 'it quits out'? Do you only have one inventory item displayed at a time, or did I read it wrong? I'm not really sure what your problem is but I've got a few suggestions:

Check to make sure the buttons are set to run script and that the script are connected to the right buttons.

If the quitting out thing was an error, read what it says and look at that line of code. The problem will be there.

You could try with more items or more items displayed at a time and see if that does anything.

Hopefully something there will help you.
#187
I just wrote this really long post and then hit the back button on the mouse and killed it. Well, here I go again. The thing isn't working because the list item number is different from the save slot number. The list is ordered depending on when the slots were last saved into. Also, the first item on a list is 0. You need to make a function like savegameindex[] which goes from slot to item on list:

int use;
function get_index(int slot){
use=0;
while(use<20){
if(use==savegameslot[slot]){
return slot;
return;
}
use++;
}
return -1;
}

Try that. It worked for me.
#188
"Is this part of the plan, or do you just get kicks out of seeing ladies with big guns?"Ã,      -5 days a stranger
#189
General Discussion / Re: animation software
Sun 19/09/2004 23:11:49
Do a Google search for it.
#190
Look at character[].variables in the manual. There's a variable for the standard inv background color. (It's game. somthing)
#191
How are you starting the dialog?
Check to make sure the player's talking color isn't black.
#192
The problem with that is that the speech messages are from unhandled event and I don't want to have to go in there are start messing around with everything. At some point I think I remember seeing something about condensing speech in the manual but I can't seem to find it. It might have been something with DisplaySpeechAt though.
#193
In my game the character has to make this soup from a recipe and the recipe is a GUI taking up the right half of the screen. Sometimes when the player talks, some of the speech is underneath the recipe where you can't see it. I was wondering if there was a way to set the point at which speech goes to a new line, so the speech will always be visible.
#194
Yes. Use a timer and IsButtonPressed (mouse button) to see if they click twice within a certain amount of time.
#195
I made a custom save/load screen which shows screenshots and game names. (it reads the names off a hidden list box) However, I've got 2 problems. One is that if you save for the first time and then go back and do load, it doesn't show the game name. Then when you save a second time, it shows it and works perfectly from there on. The other problem is if the player selects an empty slot and presses load, nothing happens. (nothing is supposed to happen. I have it do return; if there's nothing in the slot) if they continue doing it for a while, they keep pressing load with an empty slot, it eventually quits with the error message: Too many screen overlays created. And I didn't create any screen overlays.
Thanks for any help.
#196
I have this really weird problem:
I have it set so the player can choose wether or not speech text skips automatically. (I find it really annoying when the thing skips right before you want to click and you miss something but also see why some people don't want to have to click.) I use DisplaySpeech alot in the game and it only sometimes skips. I have been using SetSkipSpeech to change how it skips. What I have figured out is that whenever the DisplaySpeech is in a script with one or more additional lines, it never skips automatically. Not skipping is my default so that might have something to do with it. Has anyone else had this problem or does someone know how to fix it. I know I could make a cutsom display speech function with display speech background, manually play the talking animation and do wait mouse click or wait but I want an easier way. Thanks for any help you can give me.
#197
Why do you need all that scripting to make someone walk?
#198
No matter what I did, I could never fix it. I ended up downloading a wav version of the same music, it sounds a little different but it works.
#199
Make sure you haven't accidently created a command for hide mouse cursor.
#200
Beginners' Technical Questions / Fuzzy music
Fri 03/09/2004 05:17:46
I have this music track in my game which always fuzzes up and sounds all echoey. It's a midi file and I have crossfade music tracks off. It only seems to happen during a long blocking script, and if I press the windows key and then go back into the game the sound clears up. As anyone else had this problem? How can it be fixed?
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