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Messages - H.Randt

#1
Oh, true! OTL
I knew problem was so dumb ^^u
Now, with "gui label" text works perfectly, thanks!
I don't know why I was using gui text box all time...

#2
I was doing a dialog-GUI and I found a stupid problem: I cannot write "carry-returns" or "newlines" on the text box.

On credits page, I used "overlay" function and with "[" symbol I could write a newline. But with the GUI-Text Box it doesn't work and automatic carry-returns neither (the text go out widht box).

I search about it on the "Dynamic Help" but I didn't found anything :/

A very clumsy "solution" come to my mind but I think there should be other solutions.

#3
Recruitment / Need a background artist
Mon 04/02/2013 23:16:22
Project:
Petros at vs Law - An adventure game with sarcastic and steal-game touchs.

Details:
Petros is a young student who aspire to become a recognised sneak-thief. So, he'll try to combine his criminal life with his normal-cover life while he fight to finish the law degree without perishing in the attempt.

Positions Available:
I need someone to help me with backgrounds and/or GUI design. I can (more and less) script and draw the sprites, but I'm truly bad with background and gui desings.

The game runs at 800x600 and, by now, I had been doing the draws in pixel art (but we can change it yet if it was better).

Deadline:
No deadline at the moment, althought I would like to get at least a beta before holidays.

Comments:
-I'm not anglophone (I'm Spanish), so I'm sorry for my poor English!
-You can reply to this thread or contact me via PM.
-You will receive full credit in the game but I cannot pay for it because this game is no-commercial (or almost by now).
-Experience is not necessarily needed, all us have to practice sometime.
-You can see my humble work on my blog~> [link].
#4
I would like to participate with the female ghost voice if you want~ :)
#5
OOohm! Thanks! I think I understand it better now : )
#6
Thanks Ghost!

I have a new doubt then. I don't know why use "function room_a()" o.o Besides... it's needed put #sectionstar room_a to use "function room_a()"? Because the room's name isn't "room_a"... @.@
#7
I was reading the Demo Quest 3-1's scripting when I saw a piece of code I didn't understand:

Code: AGS
//===================================================================
// Interaction Handler Functions
//-------------------------------------------------------------------
#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
	// script for room: Player enters screen (before fadein)

	// Set graphic according to Ags Terminal selection
	oCrack.Graphic = AgsTerm[AgsTermId[0]].CrackSpr;

	// Setup Help GUI
	gHelpTitle.Text = "Crack In Wall";
	gHelpDescription.Text = "This room demonstartes the use of global variables and custom data types to coordinate actions between multiple rooms.";
	gHelpReference.Text = "Manual Reference:[ global variable, struct, custom data type, import, export";    
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot1_b  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_b() {
	// script for hotspot1: Look at hotspot
	Display("It's that wall with a crack."); 
}
#sectionend hotspot1_b  // DO NOT EDIT OR REMOVE THIS LINE


What is the meaning of "#sectionstart/end" and why use it? o.o"
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