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Messages - Icey

#1681
Random thought. Try a wait(1);
Code: ags


 ShakeScreenBackground (4, 10, 80);
wait(1);
  srSetSnowDriftRange(20, 80);
  srSetSnowDriftSpeed(20, 80);
  srSetSnowFallSpeed(50, 200);
  srChangeSnowAmount(120);
  srSetSnowBaseline(150, 200);
  srSetSnowTransparency(50, 60);
  srSetSnowView(1,              0,              73,       1);                          
  srSetSnowWindSpeed(35);
  srSetSnowAmount(400);
  srSetSnowAmount(0);
  Display("The large chunks of ice missed you by inches!!");
  srSetSnowView(0,              0,              51,       1);  
wait(1);


Also after looking at you Display line. Do you have one big piece of ice that you want to fall only once?
#1682
Thanks I will try this now.

Also I didn't mean to bump my topic.
#1683
Code: ags

//===========kind_id===event(always 0)===== view ==== loop ===
  srSetSnowView(0,              0,              73,       1);                          
srSetSnowView(1,              0,              73,       1);
srSetSnowView(3,              0,              73,       1);


Change them to this.

#1684
General Discussion / PAX east
Sat 12/03/2011 05:53:19
Hey is anyone going to the PAX east convention thing?
#1685
1)Ok so that's why it wasn't working.

2)I guess I could try an do that. How ever wouldn't it work if I use a int with the label to make a countdown timer like I do with HP?

I could set it in the Rep_ex.
And when it reaches 0 I could have it check then stop and run what ever I want to run thats inside the brackets?

3)No I did not know that. I dont recall seeing it before but it doesn't matter I wont do it again.
#1686
Also there is a part in the script that I cant get. I cant put anything for when the counter time is up. I have something like

Example

if(counter.timeUp == true){



}

as you can see I just made this up but it is a example.
#1687
I keep getting errors when I try and start the game with stuff from your script.
#1688
Ok, What I need help with is ordering thing from you module in my script. does this clear things up a little.
#1689
I am using the counter script and I just dont understand it. well half of it.

Code: ags

// room script file
int playerHP = 100;//always set this here
int EnemyST = 120;//always set this here


function room_Load()
{
  Shiva.Visible = false;
tifa.ChangeRoom(12, 73, 125);
  EnemyST = 50;//always set this here
  Dave.AddInventory(com1);
  tifa.AddInventory(com2);
gGui5.Visible = false;
party.Visible = false;
 commands.CharacterToUse = Dave;
HUD.Visible = false;
mouse.DisableMode(eModeTalkto);
  mouse.DisableMode(eModeWalkto);
  mouse.DisableMode(eModeLookat);
  //-------------------------------------------------------------
CountDown.SetTime(60, 2);//set Timer.

  Dnum.Text = "HH:MM:SS";

//---------------------------------------------------------------
}

function room_AfterFadeIn()
{
  HUD.TweenTransparency(0.1, 100);
    gameover.Visible = false;
  gameover.TweenTransparency(0.1, 100);
  Shiva.TweenTransparency(0.1, 100);
  Dave.SayAt(8, 167, 320,"Dave:Tifa, Your okay.");
tifa.SayAt(8, 167, 320,"Tifa:Dave, I'ma lot stronger then I look remember.");
  Dave.SayAt(8, 167, 320,"Dave:Ha, Like I would that.");
tifa.SayAt(8, 167, 320,"Tifa:Dave what is that light?");
  Dave.SayAt(8, 167, 320,"Dave:It's that last bit of light in this time.");
tifa.SayAt(8, 167, 320,"Tifa:time?");
  Dave.SayAt(8, 167, 320,"Dave:It's a long story. But where is the darkness.");
tifa.SayAt(8, 167, 320,"Tifa:?.");
  Dave.SayAt(8, 167, 320,"Dave:It's the last bit of light and it still looks bright as day.");
tifa.SayAt(8, 167, 320,"Tifa:Hold on. Looks like we got visitors.");
  aBoss1a.Play(eAudioPriorityHigh);
Shiva.TweenTransparency(2.5, 0);
Dave.SayAt(8, 167, 320,"Dave:Remember?");
tifa.SayAt(8, 167, 320,"Tifa:Just like old days.");
//play commence sounds
Display("commence!");
HUD.Visible = true;
HUD.TweenTransparency(1.0, 0);
  gGui5.Clickable = false;
  party.Clickable = false;
    gGui5.TweenTransparency(0.1, 100);
    party.TweenTransparency(0.1, 100);
}

function room_Leave()
{

}

function room_RepExec()
{
  //////////////////
 CountDown.Update(true);
//////////////////
// Character *cat = Character.GetAtScreenXY(mouse.x, mouse.y);
  Object *cat = Object.GetAtScreenXY(mouse.x, mouse.y);
  Object *oat = Object.GetAtScreenXY(mouse.x, mouse.y);
 // enemyHP.Visible = ((cat != null) || (oat != null)); // where gOver is the name of the GUI you want to have turned on or off
if(Shiva.X){
  if(Shiva.Y){
  enemyHP.Visible = ((cat != null) || (oat != null)); // where gOver is the name of the GUI you want to have turned on or off
  target.NormalGraphic = 182;// shiva icon change
  OE.NormalGraphic = 184;
  
}
}
strengths.Text = String.Format("HP: %d", playerHP);//Menu health
    pairHP.Text = String.Format("HP: %d", playerHP);//pair health
   
   enemystats.Text = String.Format("HP: %d", EnemyST);//Enemy health


//adding timer events--------------------------------------------------------------------------                       


  Dnum.Text = "HH:MM:SS";
if ((gameLoops < 0)){                                             _____PART X_____


 Dave.SayAt(8, 167, 320,"Dave:Is this it?.");
adeath.Play(eAudioPriorityHigh);
 Dave.Tint(204, 0, 0, 100, 0);
 tifa.Tint(204, 0, 0, 100, 0)
 Dave.TweenTransparency(1.5, 100);
  tifa.TweenTransparency(1.5, 100);
  aBoss1a.Stop();
  gameover.Visible = true;
  gameover.TweenTransparency(1.0, 0);


}
}
 CountDown.ShowOnLabel;

TimeToGameLoops(60, 2);
//testing timer---------------------------------------------------------------<><><>
}
function Shiva_UseInv()
{
if(Dave.ActiveInventory == com1){//Attack
    Dave.ChangeView(18);
    Dave.Animate(2, 4, eOnce, eBlock, eForwards);
   
  EnemyST -= 5;
   Dave.ChangeView(3);
   Dave.FaceObject(Shiva, eBlock);
  }
 //<Life or death> (2)If plaer is alive continue on below
//----------------------------------------------------------
   // commands.CharacterToUse = tifa;
  //tifa.SetAsPlayer();
  tifa.ChangeView(16);
    tifa.Animate(2, 4, eOnce, eBlock, eForwards);
 playerHP += 7;
 tifa.ChangeView(10);
   tifa.FaceObject(Shiva, eBlock);
  //----------------------------------------------------------
  
  
  if(EnemyST <= 0){
    adeath.Play(eAudioPriorityHigh); //Play death sound
  shiva.TweenTransparency(1.0, 100);
 
  GiveScore(125);
  Shiva.Visible = false;
  HUD.TweenTransparency(0.5, 100);
  HUD.Visible = false;
  mouse.EnableMode(eModeTalkto);
  mouse.EnableMode(eModeWalkto);
  mouse.EnableMode(eModeLookat);
  gGui5.Clickable = true;
  party.Clickable = true;
    gGui5.TweenTransparency(0.1, 0);
    party.TweenTransparency(0.1, 0);
    gGui5.Visible = false;
party.Visible = false;
  RemoveWalkableArea(1);
  
 

Dave.Say("Yeah we did it! Let's head back ok.");
//Play fanfare.
mouse.Visible = true;
gGui12.Visible = true;

}
  //timer death---------------------------------<><><>testing 
  if ((gameLoops < 0)){
  
  
 
  
  }
  
  //--------------------------------------------<><><>
  if(playerHP <= 1){
  playerHP -= 10;//player lose HP (Place here)
if(playerHP <= 0){
 CountDown.Stop();
 Dave.SayAt(8, 167, 320,"Dave:Is this it?.");
adeath.Play(eAudioPriorityHigh);
 Dave.Tint(204, 0, 0, 100, 0);
 tifa.Tint(204, 0, 0, 100, 0)
 Dave.TweenTransparency(1.5, 100);
  tifa.TweenTransparency(1.5, 100);
  aBoss1a.Stop();
  gameover.Visible = true;
  gameover.TweenTransparency(1.0, 0);
  
  
}



Basically I have a gui that has a timer label on it. The timer is consider as the DOOM counter. Which means when the time runs out the music stops and the player dies. See (Part X)

Now I have messed around with it for a bit and I just do know were to put stuff.
#1690
About the avatars.

Couldn't you just set them to a specific size when they are clicked on?
It would be nice as a last minute thing.

I can do it for you before to night. :D
#1691
Maybe that's my coding problem! When I was told about AGS it was around 3.1 and I learned a little by editing the demo quest and watching the tutorial on youtube. However as I looked at the videos I found my self making a small game and see new things that wasn't seen in the videos.
#1692
Thats sorta what i was thinking. Peple was working on games in 2.7 and didn't switch it over to work in 3.x

also, Why didn't you make a copy of the game folder and open the copy in 3.x and test the game in there?
#1693
@Khris: When you put it like that it does sound like you have to do a lot for something so simple.  :D
#1694
Hum, True.

I don't think I'ma even try it because it seems like its just missing something(A lot things) that makes it AGS to me so I'ma stick with 3.2

I just thought it would be easy to make a game in there then switch it over into 3.2 an then polish everything but even saying that sounds lame.
#1695
Hum, It just looks simpler. But that probably way he called it the interaction editor.

If you were to start a game in the and switch it over to 3.2 would you still have every thing in the game?
#1696
Ahh, So that's why.

I'm not switching back to the old one but now I would like to see this "interaction editor".
#1697
I notice that alot of new games that are made was made in v2.72? Is there something better about that version?
#1698
This was quite the fun little game. Looking for word to your next one even more
#1699
Score! a new OSD. Downloading ;D
#1700
Hey Studio3 here.

I am making a custom avatar maker as seen in the Video

I have the sprites finished and the menu Gui as well I just need some one to take a look at the layout img of the customize menu to see how I have it planed out. It's easy I just dont have the time right now to look into it.

However you will get credited for it as it's a big part in the game but a small thing to make.

P.S. The Customize menu has already been started and all you need to do Is Connect the Avatar parts Icons to the Listboxs & from there to the Avatar.

The Gui is finish you just need to add the text to global script so the options can be added to the list and I should be able to finish the last part.

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