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Messages - Goot

#261
I have made a custom inventory GUI. It works fine except if you click between two objects, no matter how close to the one on the right, the one on the left is always selected. If you miss an inventory item by a pixel to the left, the one next to it is selected. It works the same with examining and interacting (I've added interact to the inventory) Is there a way to make it like the built in inventory, where each inventory item has its own little box (shown by the yellow square popping up) It would also be nice if I could have the yellow square effect or something similar to show which inventroy item will be selected if you click at the current coordinates.
Please help if you can. Thanks.
#262
I've done that part. The part I need to work is getting the middle of the character to move to where the cursor was, and for that place to be where the character actually is, in terms of being on regions.
#263
In my game I have this maze, shown from a bird's eye view. I want to make it so the middle of the character will move to where the mouse cursor is. I know I could make a separate cursor which when used on the whole screen hotspot, moves character to mouse.x, mouse.y+10 or whatever, but then I'd have to move all the regions, covering the walls of the maze, down. (I'm making it so if the player hits a wall, they lose, so they can't just move to any random place and the computer will get them there. The whole screen is a walkable area.) Is there an easy way to solve this problem.
Please help if you can, thanks.
#264
When you interact with the objects is the player character automatically going over to take them? You can make a variable for the other character being defeated, and when you click on an object, put in the script:
int otherguydead;
of(otherguydead==0){
MoveCharacter(CHAR, coordinates of object)
{
else{
MoveCharacterBlocking(CHAR,coordinates of object)
}
If I understood your question, that should work.
#265
I have a game when you can switch between controlling 2 characters. If one player goes somewhere and gets an inventory item or loses one, I want it to change in the otehr character's inventory too. Is there an easy way to do this? I've tried switching characters, adding or losing inventory, and then  switching back, but then the character I was originally controlling ends up in the room where the other character was, sometimes stuck in a place where he can't move.
Please help if you can.
#266
I have completed the main tutorial in AGS and looked over the scripting one. The only important thing that doesn't seem to be listed in either of those is how to make it so you can use an inventory object on a character or object. I know you can use the "use inventory on object" in interactions but there's no way of specifying which inventory object needs to be used for the effect to happen. I don't want people to be able to open doors with flashlights or whatever. I have tried looking throught the demo game at how they do it (eg. unlocking the door to the labratory place) but I haven't been able to find anything. Also, in the help section, where there are scripting codes for different actions there is "SetActiveInventory" which sets an inventory item as the cursor and therefore being used. I need an "if inventory is active" condition. Please reply if you can help me. This is really confusing me and I would greatly appriciate it if someone knew the answer to my question.
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