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Messages - Gribbler

#1401
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 23:08:58
Escape from Delirium it is!:-D
#1402
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 21:32:12
Bravo, Khris!:-)
#1403
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 20:13:24
This little gem. One of the best old adventure game releases in terms of box contents.

[IMGzoom]http://i.imgur.com/roygBhp.png[/imgzoom]
#1404
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 19:28:21
Litil Divil!
#1405
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 18:31:42
Yes!!

Sunny, your turn:-)
#1406
The Rumpus Room / Re: Name the Game
Thu 18/04/2013 10:45:37
Here goes!:-)

[IMGzoom]http://i.imgur.com/vsLW8gK.png[/imgzoom]

#1407
The Rumpus Room / Re: Name the Game
Wed 17/04/2013 21:49:33
Gene Machine?
#1408
Yay! I did it! I made it with big black 320x200 object initially set to visible which fades out after room fade in:

Code: AGS

function room_AfterFadeIn()
{
Wait(40);
int trans3 = object[6].Transparency;
while (trans3 < 100) {
  trans3++;
  object[6].Transparency = trans3;
  Wait(1);
  object[6].Clickable = false;
}


I guess FadeIn function is pretty much useless when it comes to room changing.

Thank you Khris for all the help.
#1409
Darn, it does not work either. I tried with both background colour set to black and with a black image (320x200) as gui. But strange thing happens, now I can see slow fade in on the cursor, it appears slowly and after that room appears instantly. I just don't get it... Whan can I be doing wrong?
#1410
Hmmm, it doesn't seem to work for me. Room still flashes briefly before fade in. My room events code is:

Code: AGS

function room_Load()
{
gBlack.Visible = true;
FadeOut(64);
mouse.Mode = eModePointer;
Mouse.DisableMode(eModeInteract);
Mouse.DisableMode(eModeLookat);
mouse.DisableMode(eModeTalkto);
mouse.DisableMode(eModeWait);
mouse.DisableMode(eModeWalkto);
gInventory.Visible = false;
gIconbar.Visible = false;
object[3].Clickable = false;
object[4].Clickable = false;
object[5].Clickable = false;
}

function room_AfterFadeIn()
{
gBlack.Visible = false;
FadeIn(1);

mouse.Visible = false;
  Wait(40);
  object[3].Visible = true;
int trans = object[3].Transparency;
while (trans < 100) {
  trans += 5;
  object[3].Transparency = 100-trans;
  Wait(1);
  }
object[4].Visible = true;
int trans1 = object[4].Transparency;
while (trans1 < 100) {
  trans1 += 5;
  object[4].Transparency = 100-trans1;
  Wait(1);
  }
object[5].Visible = true;
int trans2 = object[5].Transparency;
while (trans2 < 100) {
  trans2 += 5;
  object[5].Transparency = 100-trans2;
  Wait(1);
  }
mouse.Visible = true;
}


I have a big full screen black gui (bakcground color 0;0;0;) set to "Normal, initially off", transparency 0. Transparent objects fading slowly in are main title options buttons which I want to appear slowly after slow room fade in.
#1411
Hi guys!

I'm trying to make one room appear slowly with FadeIn (set at 10). But I just can't quite figure out where to put the code, in which room event? None works. With FadeOut it's simple - you just put it right before ChangeRoom. But FadeIn? I searched the forums and found only some complicated solutions with transparent guis, big black objects fading out and whatnot. I mean, c'mon. Itn't there a simpler way?
#1412
Worked beautifully! Thanks so much, Murray!
#1413
Hi!

I'm struggling with a pause feature for the game. I consulted Ryan Timothy on the forums and he came out with this script:

Code: AGS

function repeatedly_execute_always() {
  
  if (IsKeyPressed(eKeySpace) && !IsGamePaused()) 
    {
      SetSkipSpeech(2);
      gPause.Visible = true;
      spaceIsHeldToPause=true;
    }
    else if (spaceIsHeldToPause && !IsKeyPressed(eKeySpace)) spaceIsHeldToPause=false;
    else if (!spaceIsHeldToPause && IsKeyPressed(eKeySpace) && IsGamePaused()) spaceIsHeldToUnpause=true; 
    else if (spaceIsHeldToUnpause && !IsKeyPressed(eKeySpace) && IsGamePaused()) 
    {
      SetSkipSpeech(0);
      gPause.Visible = false;
      spaceIsHeldToUnpause=false;
    }


I changed SetSkipSpeech to "mouse only" and added new "game paused" gui label, the game pauses like a charm but the gui is displayed only if there's no speech currently on the screen. In other words, when I pause the game during dialogue game pauses but without the gui, the gui is only visible if I pause the game while walking for example, or during animation. Do you know what to do to override speech and force gui to be displayed?

There was no repeatedly_execute_always function in my Global Script so I simply added "always" at the end of "repeatedly_execute"... I also created two global bool type variables as Ryan instructed (with no initial value).
Can this be caused by the GUI type? Button, label, texbox? I'm just clueless... Maybe some option in General Settings prevents the gui from being displayed?
#1414

Quote
1.  Monkey Island 1
2.  Monkey Island 2:  LeChuck's Revenge
3.  Maniac Mansion
4.  Day of the Tentacle
5.  Indiana Jones and the Last Crusade (Adventure version)
6.  Indiana Jones and the Fate of Atlantis
7.  Zak McKracken and the Alien Mindbenders
8.  The Dig
9.  Full Throttle
10.  Sam and Max Hit the Road
11.  Star Wars:  Dark Forces
13.  Star Wars:  Jedi Knight
14.  Star Wars:  Jedi Knight - Mysteries of the Sith
15.  Grim Fandango
16.  Star Wars:  Shadows of the Empire
17.  Star Wars:  TIE Fighter
18.  Star Wars:  X-Wing
19.  Super Star Wars
20.  Super Star Wars:  The Empire Strikes Back
21.  Super Star Wars:  The Return of the Jedi

Let's not forget Loom.

I'm sorry Bobbin for not mentioning you eariler!:-)
#1415
Thank you, LucasArts, thank you for my beloved Monkey Island, Fate of Atlantis and Day of the Tentacle, the games I grew up with which caused me to fall in love with the genre...
#1416
Moreover, numer of hours needed to complete a game also depends on player's experience. One person can complete given game in 2 hours whereas another might need 4 or 5. What then? Is the game short for the first and medium for the latter?
#1417
I've searched the forums and looked in various FAQs but couldn't find anything. How do you determine game length in AGS database? How many gameplay hours make a game "short" or "medium". Is this even fixed?
#1418
Actually, Parafia is the author of all the graphics and animations. I'm responsible for the rest. But thanks anyway, I hope you'll enjoy the game itself, too!:)
#1419
Looks really good, please share more about the story. I love fantasy adventure games!
#1420
I'm aware that most football fans are too busy playing FIFA or PES to be interested in some retro adventure game:-) There aren't that many football jokes. I wanted the game to be enjoyed by everyone so I did my best to find a golden mean. I can assure you there are many jokes for long-time adventure gamers too:-)
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