Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ishmael

#3061
The background animation is probably the best choice, and an animating character or object the second... I say go for the bg! And the lizard-across-screen can be done by something like:

Suggesting the game is 320 x 200/240, LIZARD character starts in the room at cordinates (-20, 160), the lizard will move past the screen from  left to right:

int timer;

function repeadetly_execute() {
// Script for room: repeadetly execute
 if (timer == 200) {// use the number of game loops you want to pass befor the lizard appears
   MoveCharacter(LIZARD, 340, 160);
 } else if (timer < 200) timer++;
}

Almost opposite... And you damn! Couldn't you see I was writing a post??? ;D
#3062
Competitions & Activities / Re:September MAGS
Fri 26/09/2003 05:48:16
I can't say else now but thank you! I worked long last night, and got this done:

http://kotisivu.mtv3.fi/tk/McReedCase.zip

The McReed Case
- 320x240 res
- 16 bit color
- 31 rooms
- 15 inv items
- 7 characters
- quite lot of dialog
- One secret trick :P
- Midi music, most by Trapezoid, some I just found on my hd...
- Point countin (nothing further... I had planned things, but the time sorta ran out, and I don't want to start screwing around)

I'm planning on releasing a sort of extendet version, which includes bugs fixed, animation, more puzzles, more rooms (places you couldn't go to), more inv items, and other things I didn't/couldn't/hadn't got time to add.

The game does not contain bad visua/audiall content or bad language, exept the secret thingy has one "dammit" and in the end you see a bloody monster... does those count?

In case I have ignored or impersonated someone in this post or the game, I appologize.
#3063
Competitions & Activities / Re:September MAGS
Thu 25/09/2003 17:01:15
I now could really use a couple of days extra  :'( I lost like an hour of work, because AGS told my #define'd vars were "undefined symobols"... So I gotta do the end cutscene all over again.
#3064
The game reports error if the room isn't there, and during compile, AGS prompts for contunue if the starting room does not exist. The redness might have something to do with the color depth change, since AGS games run in 16 bit color. Have you tried compability (sp?) mode?
#3065
Competitions & Activities / Re:September MAGS
Thu 25/09/2003 12:55:34
What time do the games need to be in? 00:00 GTM? I got like the end cutscene and some fixes to go... Will you accept my game if it goes a bit over midnight? I'm sure if I got net then, so I'll in that case have to cut it short...  ::)
#3066
I like it very much allready, allthough haven't played much yet! :D
#3067
I'm sorry. I'll look for the thead.

----- EDIT -----

I found the thead, it's in the tech forum, buried deep. Not much there, but this is what you are looking for, I believe:

http://www.amazing-ebooks.co.uk/ags/tutorials/guioverhotspot.html
#3068
If you were changing the globalint, then there's something, like a } or a ) missing, so to help you with it, we'd probably need to see the script... :P
#3069
Allthough this was allready solved (:P), I'll post the solution here for others to see:

In dialog:

run-script x

where x is a free dialog_request param number. If you haven't used dialog_request yet, then it would be 1

In global Script:

function dialog_request (int drval) { // the int's name can be anything, as long as it isn't a duplicate of anohter existing int
if (drval == 1) { // if run-script 1 is executed
SetDialogOption(1,2,1); // will set option 1 in dialog 2 to 'on'
}
}

Ther ya go! ;)
#3070
Oh, dammit......
#3071
I am not RTFM'ing you, but....

StrCopy

StrCopy (string str1, string str2)

Copies the contents of STR2 into STR1, overwriting STR1's original contents. Use this instead of the assignment STR1=STR2 .
Example:

string message;
StrCopy(message,"This is a message");

will result a string message that will be "This is a message"
#3072
Beginners' Technical Questions / Re:DEMO?
Mon 22/09/2003 19:51:02
1. Wrong forum, yes

2. Create it in AGS the way you like it, and compile.

3. Zip up, include winsetup.exe and other neccesary files.

4. Get webspace, upload, and use the //-bbcode%20tag%20to%20make%20a%20link.[code][url]http://siterurl.com/user/gamedemo.zip[/code]
#3073
search... This has been discussed.
#3074
I learned all the bascis by "try and error"... EVERYTHING :P... Scripting, characters, rooms, general settings, sprites, etc, thanks to Window Roomedit :D I am not comptiable (sp?) with the DOS version :P

* TK prepares to run
#3075
Well, I theorized (sp? in case makes sense), thinking that the engine would check the timer once in every game loop... well I guess I was wrong.
#3076
function DisplaySpeechEx (int CharID, int font, string message) {
SetSpeechFont(font); // set the desired font
DisplaySpeech(CharID, message); // display speech for the specified character
SetSpeechFont(1); // set back to default
}
#3077
I would make a GUI, which represents the text window, as you did, and put a large label to it, and control the text in that label with SetLabelText. You could create your own command which sets the text automatically and does the neccesery checks, something like SetTextWinMessage or so...
#3078
The LUCASARTS.GUI which comes with AGS has the extented modes explained in a way.... You use a globalint and the 'any click' interaction command for that.
#3079
No prob at all. Glad to have helped ;) in case I did........ :P
#3080
QuoteI have a small problem with this code... if you click away a text with the right mouse key, it'll switch to the next icon. I need to find a way to lock changing cursors for a bit when the game is unpaused again.

To do this, you'll need to create a custom display function:

Code: ags
function DisplayEx (string message) {}
// This function does not support the extra parameter, since I have no idea on how to pass it on as optional...
// but: First, display the message passed as parameter as usual
Display(message);
// then, set GlobalInt 79 to 1 for a few game loops
SetGlobalInt(79,1);
SetTimer(20,10); // set timer 20 to run for 10 game loops, which is usually 1/4 of a second.
while (IsTimerExpired(20) == 0) {
// Do nothing...
}
SetGlobalInt(79,0); // set the GlobalInt back to 0
}


and you need to modify the mouse click handling script:

Code: ags
int rbutton_pressed = 0;
function repeatedly_execute() {


if (IsButtonDown(RIGHT)) {
if (rbutton_pressed == 0) {
if (GetGlobalInt(79) == 0) SetNextCursorMode(); // do this change so the cursor mode will only be toggled if GI 79 is 0, which is not true in the following 10 game loops of a display with DisplayEx
rbutton_pressed = 1;
}
}
else rbutton_pressed = 0;


}



;)
SMF spam blocked by CleanTalk