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Messages - Ishmael

#3501
Is there a way to test if a character is standing on an other char? I mean if there is, you could use it test if the bad guy is standing on the payers "area", a script would be run... To get the distance, would use a view of the same char with bigger frames... Chris?

The shooting.... using a if(GetGlobelInt(x)==1) in the on_key_press with the keycode of the shooting key... and when the shot may be shot, would GlobalInt x be set to 1, when the shot would not be possible (example no gun) he GlobalInt would be 0... does this make sense?
#3502
Ok.... some update: It's going to be a first peron game... like Death Gate was... anyone played? Was a great game... indeed... so, someone got an idea on how to get the direction compas to work? I haven't tried anything, but thought of many way, still none of the seem to work in theory... and... how to get the dialog system like DG had? Do I have to make a separate room for this? In case no-one remember DG, I'll go do some archeologic (how is that word written?) digging in my closet and see if I find the game, so I could get some screenshots...
#3503
Make it a use on player style system...

use flute on player -> Beautiful music!
#3504
Tried the GetMP3Position or whatever command to see when the first music has played long enough, then just PlayMusic(2);?
#3505
Advanced Technical Forum / Re:Text bug?
Wed 23/04/2003 11:24:02
Error: Cannot display message with extended characters in SCI font.

Thats the problem... no bug... you have a character that is not in the the font, in the text. Go to the AGS fonts pane and see what charatcers are in the fonts... Font 0 is the default text font, like in the Display() command text boxes, font 1 is the speech font and font 2 is the outline font for font 1...
#3506
Hmmm.... go to the AGS fonts pane and see what characters the fonts have, then use only those... in case you don't need the extended ones... then you'll have to make your own...The dollar sign is there I think... I used it once in my test... Not all chars in the outlined font have outlines...
#3507
Looks DAMN COOL! ;D Finnish: Siis unpiliivipul! Aivan täydellisen hiaanoa...  :o
#3508
Btw. Updated the plot and the info...
#3509
In case someone is interested, I have the Sledge Hammer theme as .mid and .wav (MPEG layer 3 compressed... ;D) on my server (server... what damn server..), so if someone is interested in hearing it, click here. (It's the mid, coz I'm not sure if spreading an mp3 file is illegal... Think not, but just to make sure... I don't want Alan to sue me... Though it's a wav... damn I'm confused with this... better shut up...)
#3510
A reveal: Sledge Hammer and the BlueMoon uses timer in the intro to count when its the right time to get the hole in the glass...
#3511
I think the subject line is a bit.... unliked... I have no idea of this problems cause, so try back up all sprites, scripts and rooms, then rebuild the whole thing by importing the scripts and loading the ready rooms etc. and try again...
#3512
 ;D
#3513
CJ: I thought of that... well, It's not a big deal, I just thought it would be a good idea...
RickJ: I have the inventory handeling on script allready (if that's what you ment), but the transpearent button seems interesting... Thx
#3514
If I understood right, you don't know how to get your sounds played? Because in the maual it says in the voice speech part of the manual that to get speech, you must make every line thy say a sound file, then, if you have a "Hello" sound for BOB, name the file BOB1.wav and the sound should play when your script gets to the line 'BOB &1 "Hello!"'
#3515
I have no idea has someone asked any of this before, so I'm asking it anyway.

Firstly: Is there any way to get the inventory items to center  and get highlighted edges when pointed in a custom inv? (like the build-in inv)

Secondly: How do I make possible to change the cursor mode while the mouse is on a GUI? I tried a few thing, and it worked fine until I tried changin the mode on the GUI, then in the game view. It locked up the changing, and when i right-clicked on an inv item, it started working again. I tried to fix this, an the inv cliking didn't work anymore. I coluldn't select inv items, instead it changet the cursor mode when I left-clicked on an inv item. Anyone have a clue on how to get the thing working?

The basic idea: The cursor mode could be changed with the RMB, no matter on what the mouse is, and the LMB would do what it normaly does. (run game commands like walk and look, change cursor mode on the corresponding GUI buttons, select inv items etc.)

If anyone can understand that, I hope he/she will help me if he/she can. Thanks in advange, and sorry for the mess.  ::)
#3516
Yes, much better....  ;D
#3517
function SetWalkableAreaStepSound(int area, int sound);

???
#3518
I was devlopping that kind of thing with script, but stopped working on it some time ago, so I don't khow hosw such thing would work, but it is a good idea!

Trust me. I know what I'm doing. *punch!*
#3519
AGS Games in Production / Re:Punk Quest
Tue 15/04/2003 12:56:49
Looks greeeeat!  :o ::)
#3520
Advanced Technical Forum / Re:If troubles
Tue 15/04/2003 12:43:26
if (character blah inv(10) = 1) && etc etc {
 AddInventory(2);
 LoseInventory(1); }

Try this...
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