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Messages - Isegrim

#242
Hi there!

I want to make a Game character which changes his appearance several times in the game,
e.g. unarmored, battle gear, tournament gear, monk's robe, etc.
My first idea was to use multiple characters. Then I realized that I always have to check for the current character in the script, have to meddle with the Inventories whenever I change etc.
I know how to do it the way described above. But since QFG 4 1/2 does similar things with the cloaks, I hope there is an easier way to achieve my goal....
#243
Hints & Tips / Re:Mom's Quest
Wed 22/10/2003 20:21:56
Spoiler

combine moonbeam and hair, go to Russ, use the banana peels as earplugs (get them at the african village), use the moonlit hair on Russ - there ya go!
[close]
#244
Don't use srChangeSnowAmount, but use srSetSnowAmount. This works immediately.
#245
Hi!

Is there an EASY way of having multiple characters sharing one inventory?
#246
Or: In the new room, under "Player enters screen, after fadein" add the action "execute script", and write "MoveToWalkableArea(EGO); " (or any other char-ID instead of EGO)
Makes sure he always lands on a walkable and you needn't always measure out your walkables.
#247
The @S thingy is not a problem at all...
Don't write anything but "return" and all is well.

You can download Demo Quest right where you downloaded the AGS editor.
#248
I remember ancient Comanche using voxel landscapes.
(The helicopter simulation, not the indian tribe :P)
#249
Your code is totally screwed.

So... In your editor, the dialog topic 0 should contain the following options:
1: "What is your name"
2: "What is your price?"
behind both lines, both boxes should be checked. ("Show" and "Say" are on)

Then your dialog script should look like:

// dialog script file
@S// dialog startup entry point
   A:"Hail!"
   B:"Hello!"
   return
//Note: what stands above will be said AUTOMATICALLY

 
@1 // option 1
   B:"My name is..."
   A:"blahblah"
   option-off 1 //now only the question "What is your price..." remains
   return //return to the dialog
   
   
@2// option 2
   B:"Blahblah"  
   stop //will exit the dialog and return to the game



Also note that when the "Say" option is on, the line will be said. You do not need to put it in the dialog script again.

For your further progress I strongly suggest that you take a very close look at Demo Quest. It contains really all you need. I must say that you could find most answers to your questions yourself by looking how they did Demo Quest.

Edit:
Sorry if that sounds a bit hard, but honestly: Play with Demo Quest. Change settings, add your own rooms, copy their script functions and modify them. This way you learn more about AGS than during a month here in the forum. Btw. I think there is also a small cutscene (When Roger opens a door)
#250
Did you look just a little farther down? There comes all the stuff with moving the character around etc.
Besides: The only way you can REALLY ever learn to master such a software like AGS is just plain "try and error"...
So... just experiment with commands and see what they do and how they work.
#251
Can you be more concrete?
#252
Critics' Lounge / Re:Hotel kitchen
Sun 21/09/2003 19:32:48
Er... not really...

The room itself is in central perspective (all lines perpendicular to the screen more or less meet in one point) while the rest is in parallel perspective (all lines perpendicular to the screen are inclined by the same angle).

Unless you want it that way (it somehow hurts your eyes, doesn't it?), I suggest: make it all in central perspective. It has the most "natural" feel to it.

One positive thing: The sink now has a more three-dimensional feel. With the water level a little below the rim, it looks good now. The angles also fit with the table.
#253
Pretty cool is a 3d editor/renderer for doing stuff like that. Hard to find a good one, though (especially one for little money)

Also takes some getting used to, but it's sure worth it!

That has the advantage of making only one model once and being able to rotate and move as you like it.

Otherwise, I think most other AGS-Users use Photoshop. I can't telly you too much about that, since I don't use it myself, but I've recently seen some pretty cool tutorials somwehere around...
#254
The number of the dialog option you want to turn on/off...
sonds logic, hm? :P
#255
Critics' Lounge / Re:Hotel kitchen
Sun 21/09/2003 16:49:13
Maybe add some "shininess" to the metal table?
#256
Critics' Lounge / Re:Crypt design
Sun 21/09/2003 10:09:35
I use 3dStudio Max in combination with Corel Photo-Paint.

Er, I'm still rather interested in criticism about the bg, if you like it better with or without shadows...
#257
Use DIVX-compression. Really tweaks down file sizes.
#258
RTFM stands for Read The F***ing Manual  ;D
#259
Hmm... I think it would also be cool if the floor texture had some feel of perspective (don't know what paint program you use, but in Photo-Paint I would use a skewed rectangle...)
Otherwise: Stunning! :o

P.S: I like the writing on the bottle... Sounds tasty  ;)
#260
Critics' Lounge / Re:Crypt design
Sat 20/09/2003 09:27:41
Alright,  Mr.Evil, now... BE SHOCKED!!!
For I intend to have characters in the following style:  ;D (can't grin wide enough)

Tis cuddly guy is a so-called Knubbel. (Yes, it's basically an aeroplane with eyes and feet. And he's wearing armor). I invented them very long ago and now I'll make 'em a computer game.
As you can imagine, most other locations are somewhat brighter.

I hope, you don't think me insane now  ;)
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