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Messages - Ishmael

#3161
Looking in the manual for dialog_request global script function and SetDialogOption function might push you to the right direction...
#3162
Just downloaded. I have no time to play now, but later today. For what I've read, this is going to be a good game, in my opinion, right now. (that make sense?)
#3163
Advanced Technical Forum / Re:avi files
Wed 03/09/2003 05:22:08
What exactly are you doing? You should be able to play an .avi with PlayVideo(...); text script command.

QuoteI have tried the manual, but it didn't help.

What did you try to do with the manual? Play it as well? :D (j/k)
#3164
In the scripting tutorial.... Part 1.
#3165
Read the f***ing manual. There is RemoveWalkableArea and RestoreWalkableArea (or something like that) in there... in room/screen functions, I believe.
#3166
GUI the only way I see, for it is wisest aswall, in my homble opinion.

Make a GUI that look like your quit screen (why do I allways type "guit" the first time?), with the yes and no buttons, of cource, and perhaps a "Do you want to quit?" label, then in the global script under interface_click put:

// presuming that the quitdialog's name is QUIT
if (interface==QUIT) {
if (button==0) // this be yes button is object number 0
QuitGame(0); // quits the game without popping up the default dialog
if (button==1) // this be no button is number 1
GUIOff(QUIT);
}

and makeing the GUI popup modal, and when the dialog needs to be shown, put GUIOn(QUIT); in the scritp for the clicked object.

And if you don't want to calculate the position by yourself, (presuming that you want the dialog in the centre of the screen) put CentreGUI(QUIT); in the game_start function in global script.
#3167
*cough* If no-one replies to a thead for half an hour it doesn't mean they're out of ideas. It means no-one's here that time. *cough*

Use bg frames and control the action with SetBackgroundFrame(int whatever)?
#3168
Ok... I believe this is enough, unless anyone else want's in..?

As a forgot to say clearly in the first post, this is a kinda short one, so testing out just the GUI, control, spellings (as my sentances sometimes make no sense at all), maybe walkable and walkbehind areas, and so on...

I'll just add a main menu to it and send it over to ya to test. I believe I'm done today evening before 9 PM GTM... Report in email (I prefer) or in PM when you're done. I also accept suggestions about the Readme file, as said in the end of it. The beta licence thing will be ofcource taken out, and some freeware licence stuff put in.

:D ;) Thanks so far.

----- EDIT on 09-02-03 -----

The packages have been sent, now just waiting... :P
#3169
I noticed the wrong script thing also... I just got used to manually opening the header from the menu...
#3170
If you put the int declaration inside the function, it turns the to zero every time the function is run, I think. That way it wouldn't work... Or am I wrong?
#3171
:D Thanks! Just what I meant... I'm not much of a C or C++ scripter, so couldn't come up with  that... :P Well, never is too late to learn more. ;)
#3172
If music0.* exist in the game folder, it will be played in every room which has no 'play music on room load' defined, right? If so, it plays the music, no matter you check it and enter 0, or not check it at all...
#3173
Advanced Technical Forum / Re:Game Setup
Tue 02/09/2003 05:12:11
Don't Windows allow shortcuts with only the program name as target, or did it work just with dos executables?
#3174
I got yet another suggestion for AGS... this one I really would find useful. Searching and reading the changelist gave me no proof of this existing, so....

What if you could name rooms?

(Bad example:)
Like if you have a game with fiver rooms, and you have saved them rooms 1-5. The, you want to make an opening cutscene, and use the numbers 1-3 for it's rooms. This causes that you need to tweak the scritps in every five original rooms. If the rooms would have names, tweaking the scripts wouldn't be needed.

Just thought about it and brought it up....
#3175
>:/ That wasn't very nicely said...
#3176
Yes.... "First thing to check if your GUI labels start to jump around, is if they have too small bounds. If this is, they will start diobaying and jumping out of theri territory, which can cause strange visual results. Allways remeber to give labels enough space, and you earn their respect."
#3177
Advanced Technical Forum / Re:Game Setup
Tue 02/09/2003 04:37:16
Exellent point... ;) We all could try and save disk space and bandwith by starting to use the shortcut method... Putting them allready with our game ;D
#3178
Yes, right.... Who told me to do that? Was it Annie? I though it won't go that way... thanks Archy... ;)

----- EDIT -----

I fixed it, just in case......
#3179
What DirectX version your machine has? That's one thing that can cause this, an old DX version.... I assume you don't need anything inside your computer, since 640x400 games in hi-color with music run fairly in my 266 MHz 3 year old piece of varying conditioned parts...

And... Not sure how much it has effect, but RAM amount could be another cause... if there's not enough of it. In that case you need something new inside....
#3180
The script command is needed if the delay is about to be changed...
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