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Messages - Goot

#221
The link doesn't seem to work. It says I can't get access you the site or something.

Are you using GetGUIAt(mouse.x,mouse.y) to figure out which button the mouse is over? You might have gotten the numbers wrong. The main problem I had alot with making GUI's is that sometimes I didn't have the buttons set on run script. This is probably really irrelivant but maybe it will help. Just a random thought. About the jerkey movement. Are you telling the cursor to move or is it doing it by itself.
Oh, I just thought of something: Check the hotspots on your cursors. The hotspot might be way above the cursor, on the button above where you think it is. You might be switching cursor modes and this could cause the jerkey movement.
Hopefully something in there will help you.
#222
Hints & Tips / Stuck in Perils of Poom
Tue 10/08/2004 01:05:20
I'm at the repair station place where the guy needs to go to the bathroom before you can continue to one of the planets. I got stuck and looked at a walkthrough. I had done everything except I had to 'use the pillar on the right side of the screen.' This is after using the fish on that shifty guy. The only problem is that there's no pillar.
I'm lost.
#223
I made a new game to see if i could transfer the winsetup file over, but the compiled folder only had the game exe and "acsetup.cfg"

I'm lost...
#224
So basically the play has to put 4 different items into a pot? There's an easier way to do this.

int number_of_items;

Script for hotspot pot:

if(character[GetPlayerCharacter()].activeinv==x){ //replace x with item number
number_of_items +=1;
LoseInventory(x);
}
else if(character[GetPlayerCharacter()].activeinv=y){ //y=next item #
number_of_items +=1;
LoseInventory(y);
}
//continue for all four items.

else{
display ("This item is not part of the recipe.");
}
if(number_of_itmes==4){
Display("very good - you've made the medicine");
        AddInventory (33);
      NewRoomEx (1,194,115);
}
else{
display ("Nothing happens.");
}
#225
I don't think walkable areas test for the baseline. Just the x,y coordinate. I had the same problem when I tried to do a top view. I made an invisible player character and another character (the one with the actual character's picture) was constantly put below it so the invisible character was in the middle of the other one.

In repeatedly execute:

character[CHAR].x=character[INVISIBLEGUY].x;
character[CHAR].y=character[INVISIBLEGUY].y+half the character's hight

The invisible guy's x and y coordinates (middle of the other guy) will trigger hotstops and stuff.
#226
It created a new compiled folder but the folder only had the game, not the winsetup file. The game is set on produce windows.exe.
#227
I've been transferring my game to different places over the internet to work on it and somewhere along the way I've lost the winsetup file. I tried getting a winsetup file from another game, putting it in the compiled folder and saving the game, but it just deleated the winsetup file. Is there any way I can get it back?

EDIT: I solved it. I somehow had deleted the "setup.exe" file from the game directory, but it's fixed now :)
#228
I turned crossfading off and now it doesn't screw always screw up but it still sometimes does. It seems like it usually messes up after a long blocking script.
#229
Go to function show_inventory_window in the global script. Read the comments there (//text here) and it will tell you that you have to delete a certain part to use a custom inventory window.
#230
Yes, it's on mediumish fade
#231
Advanced Technical Forum / Music screwing up
Tue 27/07/2004 20:58:50
I have music in my game and sometimes when the music changes it seem to play both tracks at once and screw everything up even though I ended the first one, did Wait(1); and then started the second. I used PlayMusic so they should both be playing on channel 0. Does anyone know why this may be happening?
#232
Is there a way to make the player character talk in dialog.
Ex:

GUY: Hello.
GetPlayerCharacter: Hi!

Something like that, which will make the currnet player character talk. (The player character changes throughout the game) I know you can do dialog request, DisplaySpeech(GetPlayerCharacter(),"String message");, but this takes a while. Is there an easier way?
#233
You've got to make a custom GUI to display it on. In Game settings there's a display messages on GUI ... option.
#234
You'll probably have to get more familiar with AGS and learn scripting before you can do this. Check out timers, follow character, AreCharactersColliding and character[].variables in the manual. You'll have to have a non player character enemy get put in the room at certain coordinates (character[CHAR].room, character[CHAR].x,character[CHAR].y) Then have them follow the player character. Set player character can be walkthrough (either set it at the beginning or check out SetCharacterProperties) When the enemy is colliding with your character, (optional: if you have already used a weapon on him to attack, you kill him), or you die. (animate your guy, then have a losing GUI)
#235
Wait, how does this guy walk out of the cage? Does he go through the bars or does a door open or something?
#236
 What do you want to take a look at? A made a test game to test the problem. I had a cursor animate with roger's animation. (Animating at all times, not just when over a hotspot or object). I made one hotspot. In the mouse over script: ObjectOn(0);
for hotspot 0 in the mouseover script: ObjectOff(0); (In the real game I used another hotspot instead of hotspot 0.) It still had the same problem. The object would only turn on and off when the cursor was in frame 1 and moving. I think this is a bug in AGS.

EDIT: I've solved the problem. You have to use:
if(GetHotSpotAt(mouse.x,mouse.y)==x){
ObjectOn(x);
}
Don't ask me why.
#237
I used ObjectOn(); and ObjectOff(); What else would I use?
It was working fine before I added the animating cursors.
#238
In my game I have all the cursors animating. On the main screen, when you move the cursor over a button, it turns an object on in front of it, turning it black. Then when you move the cursor away, it turns it off. This has worked fine, until I got the cursors animating. It now takes a really long time to turn the objects on and off, and you have to move the cursor around alot to get it to go. The only time it works is when you do it with an inventory item (not animating). All the hotspots are marked with a red dot on the normal cursors and all the frames for the animating are the same size, and the red dot is positioned in the same place relative the the frame. I have not changed any thing in the actual mouse over script. Does anyone know why this might be happening?

EDIT: I've experimented with it a little more and it only seems to turn the objects on when the cursor is in the first frame of the animating and it's moving. I still have no idea of how to fix this.
#239
Try making a region for the area in which the character appears behind the cage.
When player enters region, set baseline to 200
When player leaves region, set baseline to 1
#240
I'm making a level 2 to a game I've already made, and I have it so they need a password from beating the first level, to play the second level. I have a textbox come up where they can insert the password. If they get it right, it starts the game, and if they get it wrong, it changes the text box text to "Wrong Password." I then want to make it so the next time they press a key, it clears wrong password and inserts whichever key they pressed. Is there a way to do this? I think on_key_press doesn't work when a text box is up so I need another way of finding out what key they pressed. Also I thought maybe there's a way of having it automatically select the text in the box, so the next character they type, replaces wrong password.
Does anyone know how to do this?
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