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Messages - HillBilly

#961
1.The Feeble Files
Annoying controls, bad walk areas, confusing graphics, and it only runs on 95 and 98.
2.The Dig
I didn't even care to finish it.
3.Escape from monkey island
Not really bad, but one hell of an disapointment. MI DON'T BELONG IN THE 3D WORLD, AND STRATEGY PUZZLES (monkey kombat etc) REALLY SUCKS.

And that's the end of that chapter.
#962
Ah, there we go. Problem was i was inserting the code at the wrong place. I had to open "Global script" to edit it, not "edit script" in the GUI.
#963
Quote from: TK on Sun 08/02/2004 19:26:07
I'd just add to the original on_key_press:

if (keycode==27) {
if (IsGUIOn(3)==0) GUIOn(3);
else GUIOff(3);
}

to make it toggleable with ESC

When i do that, i get the error I've got all night:

QuoteError (line 102): undefined symbol 'keycode'
#964
Right, I've been using the last HOUR on trying to figure out something that should be a easy code. I want that GUI 3 (MENU) to show up when you press ESC. I've tried
Code: ags
if (keycode=27) GUIOn(3);
,
Code: ags
if (keycode == 27) { GUIOn(3);
,
Code: ags
on_key_press (int keycode 27) GUIOn(3);
,
Code: ags
on_key_press (int 27) GUIOn(3);
,
Code: ags
on_key_press (27) GUIOn(3);
and I tried to combine these in all kinds of various way, but everything i try to test the game, it comes error messages. Usally something like
QuoteExpected ;
,
Quote*somethings wrong* keycode
and so on. Anybody know this code correctly?

God, I feel so stupid.  
#965
Critics' Lounge / Re:Coraline room 1 for C&C
Sun 08/02/2004 17:42:51
Quote from: SLaMgRInDeR on Sun 08/02/2004 13:12:04
HillBilly: if i put in the back legs, it wouldn't look right atall, because they would have to be really long to be visible

What i meant, was that the couch just look like a top of a couch. It took some while before i unstood that it had legs.  ;)
#966
Critics' Lounge / Re:Coraline room 1 for C&C
Sun 08/02/2004 11:33:13
Yeah, and maybe we could see a tincy wincy little part of the back legs?
#967
Okay, thanks.
#968
Critics' Lounge / Re:Coraline room 1 for C&C
Sun 08/02/2004 10:52:55
Is the 2 wooden things(forgot the name) coming out of the coush legs? In that case, maybe make them a bit longer? It looks like the couch is straight on the floor. And for items to fill the room with, you can use carpets, old grandfather clocks, wall mirror(except the one at the wardrobe) etc.
#969
Thanks. Still, there is a small bug with the inventory: When i insert this script:

Code: ags

function game_start (  )   {
  // called when the game starts, before the first room is loaded
  SetInvDimensions ( 20,20 ) ;
} 

In the global script, it shows 2 rows, but the inventory items don't get smaller. Instead they get closer together. Is there any way to fix this, or do i need to redraw the inventory items smaller?
#970
I think Grim Fandango tells more about the main character(Manny). It's like what Barcik said; chit chat. But there can be more than that. Like in the office of sam and max, you can SEE that they are slobby, possibly not really economic established and lives in a ghetto look-a-like area. When you go inside the "Liqour, Guns and baby needs" shop, you can see that Sam and Max don't care much about rules, and Max would happily kick your ass.
#971
Right, I've fixed the most important stuff, but there is still some errors:

The buttons(look at, interact, pick up etc): works fine
Up and down buttons: When i click down, the GUI turns black.
Inventory: Only displays one row at top, should be 2 rows.

GUI download:
http://hbw.stickthemepark.com/ImagesHost/BG/inventorygui.gui
#972
Well, I did that. The script i used changed the cursor to use, but used the programming to "talk".

To quote the toturial:

Quote
Why have we chosen the "Talk" mode for the "use" action? Simply because the "interract" mode is used to select an inventory object.
Of course, if we want to create an interraction for an object, we must choose Talk to inventory item instead of interact inventory item in the Interaction Editor window.
#973
Critics' Lounge / Re:Drawing Contest!!!
Fri 06/02/2004 07:14:28
Prize is a visit from the RIAA.

Besides, shouldn't this go to the Competitions and Activities forum?
#974
You mean like this?

Code: ags
function game_start (  )   {
  // called when the game starts, before the first room is loaded
  SetInvDimensions ( 40,40 ) ;
} 


Hell, it worked. Toh, the "use" button still don't work.

Code: ags
    if   ( button == 1 )     {   //"Use" button
      SetCursorMode ( 3 ) ;
      SetMouseCursor ( 2 ) ;
    }   else


I've also tried using

Code: ags
    if   ( button == 1 )     {   //"Use" button
      SetCursorMode ( 2 ) ;
      SetMouseCursor ( 2 ) ;
    }   else
#975
yes! I've also tried to check "player starts with this inventory item at start". Don't work. There is probably some obvious error I havn't discovered...
#976
I find "living dead" pretty lame. I mean, if you're alive, you aint dead. Silly crap.
#977
Quote from: Darth Mandarb on Thu 05/02/2004 18:22:56
Technical Archive:
Custom Inventory GUI Thread

You might find what you need in there!

~ d

Where do you think i got the toturial from?  ;)

Quote from: TK on Thu 05/02/2004 17:57:52
In the global script...

Oh, right. You have to exuse me, it's been years and days since I've been using AGS. Hardly remember anything.

Here ye go:

Code: ags
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}


Atleast i think that's right, only on_mouse_click i found.
#978
erm... where's my on_mouse_click function?  :-X
#979
Right, I've been snooking around in the technical archive a bit, and i came over this toturial: http://www.digitalmindstudio.ch/script.php?id=4&langue=en

Yeah, that seemed alright. But i wanted to create the inventory at the bottom of the screen, so i had to do some changes. Still, when i try to pick up an object, it won't go to the inventory box. There is probably some n00bish solution on this, since i'm such a crappy coder. This is the script i used:

Code: ags

  if (interface == 2) {
    if   ( button == 1 )     {   //"Use" button
      SetCursorMode ( 3 ) ;
      SetMouseCursor ( 2 ) ;
    }   else
    if  ( button == 4 )   {   //"Up" arrow
      if  ( game.top_inv_item > 0 ) 
        game.top_inv_item = game.top_inv_item - game.items_per_line;       
    }  else
    if  ( button == 5 )   {   //"Down" arrow
      if  ( game.top_inv_item < game.num_inv_items - game.num_inv_displayed ) 
        game.top_inv_item = game.top_inv_item + game.items_per_line;          
    } 

  }  // end if interface 2 


I havn't fixed the up and down buttons yet, wich should be left and right buttons. I need to get the inventory to work first, so i can be sure it works.

You can download my GUI here:
http://hbw.stickthemepark.com/ImagesHost/BG/sillygui.gui
#980
Critics' Lounge / Re:Feb. MAGS Characters
Tue 03/02/2004 06:16:33
Couldn't you give the clown a red nose or some make-up? It's hard to tell that he's a clown whitout. but that's just me.
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