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Messages - Ishmael

#3441
An idea popped into my head a while ago:

Could you draw the fonts into a .bmp file and import into ags? Just like the tiled import for sprites.
#3442
Oops..... I understand.... My bad, sorry....

if ((GetHotspotAt(mouse.x,mouse.y)==DoorHotspotNumber) && (GetCursorMode()==0) && (IsButtonDown(LEFT)==1)) {
 MoveCharacterBlocking(CHARID,x,y,0);
 NewRoomEx(CHARID,x,y);
}

This Should work
#3443
Ýes, right, sorry. I thought that you just want to make a walk-to command, like the Sierra games...

In the room rep_ex:

if ((GetHotspotAt(mouse.x,mouse.y)==DoorHotspotNumber) || (GetCursorMode()==0)) {
 MoveCharacterBlocking(CHARID,x,y,0);
 NewRoomEx(CHARID,x,y);
}
#3444
QuoteError: DoDialog: all options have been turned off.

You have too many option-off's in there... you must have at least 1 dialog opiton on, and it end in stop
#3445
Quote from: TK on Tue 13/05/2003 16:10:18
The part CJ quoted, and the operator fixed

if (button==LEFT) {
 if (GetGlobalInt(1)==0 && GetCursorMode()==0) {
   MoveCharacter(EGO,mouse.x,mouse.y);
 }
 ProcessClick(mouse.x, mouse.y, GetCursorMode() );
}


And as I allready said: You need to tweak it.... so...

This is the basic:

if ((button==LEFT) && (GetCursorMode()==0)) {
 MoveCharacter(EGO,mouse.x,mouse.y);
}
#3446
You better buy a big pile of bullet vests!
#3447
I'd like the see the dialog script too, if its not so secret....
#3448
I have a script for it in here. The part CJ quoted, and the operator fixed

Just you maybe need to tweak it a bit...
#3449
um.... what are you trying to do here..?  ???
#3450
In some cases a more sense-making way would maybe be using four difrent GlobalInts... Dunno....

But using the Use Inv on hotspot interction command and if (player.inv_activated==x) to check if it was the right picture....
#3451
To move a NPC ot another room, I see no other way than use:

character[CHARID].room = WantedRoom,

where you put the char script name or number instead of CHARID, and the room number instead of WantedRoom...
#3452
Just popped into my head: Have you made any improvements to that car-driving-off scene? Or was it fine the way it was?
#3453
Critics' Lounge / Re:underwater location
Mon 12/05/2003 14:13:07
Great  :o! But with the ground shades in mind, I'd say thy buildings right side needs a bit more shadow... Dunno... But great work!
#3454
Btw. the player char aint allways in the displayed room... I ones did this: character[EGO].room=3 and the game was in room 1, and when I clicked the walk mode, I got an error saying "can't move character because character is in another room" or somthing...
#3455
If I understood this right, you want a set of options appear on the screen when you click on a hotspot, right? This can be done easily...... (or not, I dont know, I just can do it...)

Make a new dialog topic (If you want to mess around with the dialog) and make the three options as dialog options, but uncheck the "say". Then go to the script, add to the dialog start point "return" without the quotes, and put into every opiton script (under the "@1" etc) run-script x, where x is a number, and then put into the global scripts dialog_reguest if (whatever == x) { script here } as Andail suggested... other possibility is to make a new GUI where the options are as button, and the GUI script does the rest....

Sorry for repeating ya people..
#3456
um.... no..?

You need to draw the walkbehind into the background, just like you draw all the walkable areas and hotspots. Then, you need to set the baseline BELOW the point where he is. All char abowe the baseline will be drawn behind walkbehinds.
#3457
Critics' Lounge / Re:Kitchen Background
Fri 09/05/2003 20:25:37
Ok.... sorry the mess with the bmp, but I was just about show my point... (Damn mess, but I made it in a hurry...)



----- EDIT -----

Oops! Forgot the floor....   ::)
#3458
The animation: Was the flic bigger than the game resolution? (I dont know if this has somthing to do with it...)

The walkbehind-thing: You must draw the walkbehinds in the areas-editor in the room editor, set the baseline of the walkbehind under the point in which standing chars shoud be drawn behind. Then also check that the char has not got the "ignore walk-behinds" chacked in the cahr editor
#3459
Critics' Lounge / Re:Kitchen Background
Fri 09/05/2003 20:06:18
The first one would look like a night scene if you chaged the outside to dark... there would be a lamp on in the other room...  ;D
#3460
To me the leg looks a bit like it would be twisted 180 degrees...
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