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Messages - HandsFree

#101
Why don't you try that then?
#102
Spoiler
But you got Filthy ways in your list, so when you were asked for a title starting with phil...
[close]

Spoiler
What title got on the list then, because you looked at the hazards of helene poster?
[close]
#103
Spoiler
Not fifty ways. FILthy ways.
[close]
#104
Spoiler
The smoking room?
[close]
#105
Anyone like me to do music for this mags? ;-D

edit: I'll be doing music for Mandle's game.
#106
Hints & Tips / Re: OROW 9 Hints thread.
Thu 03/09/2015 11:14:51
I haven't been able to find anything to do in the Rogered game. Any tips?
#107
Hints & Tips / Re: OROW 9 Hints thread.
Tue 01/09/2015 00:16:48
Ah, ok (sorry). 8-)
#108
Hints & Tips / Re: OROW 9 Hints thread.
Mon 31/08/2015 15:51:31
Unfortunately the dislocation game keeps shutting down on me without error message.
After I
Spoiler
do the inorganic teleportation thing
[close]
a few things happen and then
Spoiler
the screen goes white
[close]
and the game shuts down.

Is there any way to avoid this?
I tried all combinations of windowed and driver btw.

NB or is this part of being uncontrollable?
#109
Game.StopAudio();
#110
With the game now almost completed, here are 2 music examples: the music for the introduction movie and music that plays in a bar area. The game contains 11 music tracks.
We actually wanted to post the intro movie here, but couldn't find out how to technically do that. :-\

intro movie music
bar music

Hope you like it.
#111
Huh?
Is that with or without my music? I don't know anything about that.
#112
Yes, that was it.
thanks
#113
Yes, I saw that, but since this one is with an *-sign, I'm not sure how that works.
In GlobalScript.asc:
AudioClip *minstrel_tune[5];

Code: ags

function game_start() { 
...
minstrel_tune[0] = aLute_song1;
minstrel_tune[1] = aLute_song2;
...
}

In GlobalScript.ash:
import AudioClip *minstrel_tune[5];

In room14.asc:
MinstrelMusic = minstrel_tune[iMinstrelTune].Play(eAudioPriorityHigh, eRepeat);

Error: Unable to create local script: Runtime error: unresolved import 'minstrel_tune'.

thanks
#114
In GlobalScript.asc I have this:
AudioClip *minstrel_tune[5];

I want to use that elsewhere, so I think I should put an import statement in GlobalScript.ash, is that correct?
If so, how do I write that statement? Cause I keep getting errors.
import AudioClip *minstrel_tune[5]; ??
(Also tried without the *)

thanks
#115
Yes, that's it. Never thought of that.
thanks
#116
You just have to put a unique string in there.
if (Game.DoOnceOnly("use thing on tree"))

If it's only a specific item you should use only once, it would be something like:
Code: ags

cTree2_UseInv() {
  if (player.ActiveInventory == iAxe){
    if (Game.DoOnceOnly("use axe on tree")) CutDownTree;
    else player.Say("I already did that");
  }
  else  etc.
}
#117
In the KQ4 demo the dialog uses a red font color.


I don't recall changing anything, but when I play the same scene in the full game, the font is white.


Both are (still) AGS version 3.2.1 and both have 'use gui for dialog options' set to 0.
I don't understand what might cause this difference or how to change this.
Any ideas?

thanks
#118
In the KQ4 demo we have black gui border and SierraWithBackground style portraits.
It looks like this:


I don't recall changing anything, but when I test the same scene in the full game, the position of the portrait is different, partly behind the gui.


Both are (still) AGS version 3.2.1.
I don't understand what might cause this difference or how to fix this.
Any ideas?

thanks
#119
Do you have the KeyboardMovement_102 in your scripts? I believe it comes with the standard template.
To disable the 'tapping' control of the the arrow keys just put 'return;' under where it says 'Tapping Mode'

Code: ags

function on_key_press(int keycode) {

	//--------------------------------------------------
	// Tapping mode
	//--------------------------------------------------

	return;


edit: I'm not entirely sure, but if you just set option 'StandardMode' for the mousecursors you don't want to use to 'false', wouldn't that solve the problem?
#120
You are aware you can just link a soundfile to a frame in the editor? It's not a solution for increasing the volume, but it probably is for starting the metal banging.
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