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Messages - Joseph

#21
Hi dudes,

I just simply want to the save the mouse cursor before it goes over a GUI, so when the mouse is no longer over that GUI, it reverts back to the previous cursor.

Here is what I tried, and failed. I read some threads on problems with the "saveCursorUntilItLeaves" function so Im not sure if its even a good way to do this (I put this code in my repeatedly_execute):

Code: ags

  GUI *theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
  if (theGui == gTurtleWax)
  {
    SaveCursorUntilItLeaves();
    mouse.Mode = eModePointer;
  } 



When it goes on the GUI it changes to the pointer, but when it leaves it stays as the pointer.

:o
#22
This is most prob a dumb-dumb question, but what the difference between making global variables in the global script + import/export and doing it in the pane? Im guessing the only thing thats different is its less time consuming in the pane?
#23
Ok, second question and last question of the day!

Im using a trick I found in the forums to fake 2 inventories for the same player (create a dummy character with its own inventory and scripting "InvWindow.CharacterToUse" +  "Character.SetAsPlayer" as needed).

The problem is this, however:

Say I switch the playable character to the dummy character to gain access to his inventory. I select an item in the dummy inventory, and return to the room. Cool, the mouse cursor has the right item cursor, and I can do interactions with it. BUT...when I go to walk, talk, look, etc...its still the dummy character, so my "real" main character doesnt move or do anything.

What I want to know is:

How do I change it back to the "real" main character without losing the dummy inv item I took from the dummy inventory?

What I though of trying but seems stupid (perhaps in rep_exec?):
Code: ags

	if (mouse.mode != 4)
	{
		if (player != cMainChar) cMainChar.SetAsPlayer();
	}


as in...if the mouse mode isnt an inventory item being used, set the player to my "real" main character (and not the dummy).

Is there a better way?

EDIT--->

Ok, I found a solution: in on_mouse_click
Code: ags

    if (mouse.Mode == eModeWalk)
    {
      if (player != cMainChar) cMainChar.SetAsPlayer();
    }


I just do that for all the mouse modes except the use inv.
#24
purrrrrrffffffffect  ;D ;D ;D

Works!!

ps: I like your avatar fish-guy, did you make it?
#25
YO long time no C,I'm back. Yay.

I just want to set the boundries of the mouse when the game loads. Where should I place this line?

Code: ags
  mouse.SetBounds(1, 20, 180, 199);


I tried in game_start, doesnt work. Ive search the forums for this without luck aswell. I feel like putting it in rep_exec would be stupid. Im stumped. I know how to make this work in a gui though, but cant get it to load at game start. It also works when I put it in the room's script in room_load, but I dont want to have to add that line in every room's room_load, know what I mean?

Hope its clear :P
#26
Any news on this super-fantastic-happy-candy-is-sweet-BlueSunshine-rainbow-glitter module?

ps: It would be great if the actual module could be named as above  ;)
#27
Poochies: nickname refering to a group of people in the lines of "dude" or "amigo" or "KrapSmackers" or "SmurfMunchers"... 8)

Well, I guess I already guessed it can be done, I suppose it would be cool if someone could point me to an AGS game that uses that feature...Ill be glad to look at it and try out a few things myself.

Basically my character is riding a turtle, and using the same viewpoint as FullThrottle (from behind the motorcycle), I'd have the turtle being ridden through a cactus patch and you need to make sure you dont hit the cactuses...

Also there will be other turtles walking around on the same road so you cant hit them either...and you can also align yourself behind another turtle and "attemps to mate" with it "if that turtle is female + and in heat"....

Heh....
#28
Hi Poochies,

I was wondering the other day how did they get a fake 3d effect in Full Throttle during the motorcycles driving sequences...

Im thinking they pre-rendered the 3d, (camera moving through the road + mountains, viewed with perspective), and then displayed them as images one after the other...the full throttle guy's sprite can then be moved just left or right (strathe)...

Im guessing this is really doable in AGS (of course)...I was wondering if anyone already fiddled around with this kind of thing.

http://www.youtube.com/watch?v=gZO-b3lT3zE&feature=related
#30
QuoteOf course it is possible... Give me time til tomorrow, I'll see what I can come up with

Wow! :o

You are one cool sumovabeetch!!

Thanks NsMn
#31
Well is it possible for a CustomDisplay module?

It will behave exactly like a normal display, but it doesnt block...

We could even have the border sprites (like top left, top middle, top right, etc) and it resizes depending on the size of the message...

Is it possible?

I would certainly post nasty nude pics of myself in return :) **
#32
Ah I see...this is all very very cool stuff, people. Ill use your suggestions and see what I can do.

HOWEVER, well Ive got the 2nd dumbest question then, and it goes a little somthing like this:

**How in the "h-e double-hockey sticks" can I make "Display" function non-blocking?**

I wish there was a flag in the Display function that says "non-blocking"...that way animations can continue running, etc...

Ive got an animated GUI and when I click on something that I want to display text, the GUI's animation stops until I click the message away. Its pretty caca.

I am aware of making a gui for  that text message, and displaying it as a button or something, but if I have lots of display messages to do while that GUI is animating...thats a lot of work creating all those messages as sprites...

Is there a way to do this, or perhaps some module Im unaware of ?

Ill continue searching though, not wanting to piss anyone off :P
#33
Ah didnt know we could do it by changing the GUI background instead of a view...

...whats faster, using a View with a loop of sprites and animating that on the GUI, or changing the GUI background's image over and over and putting a Wait(2) in between each change?

Im guessing both methods would be just as fast?

#34
Hi fellow SmurfMunchers,

This could possibly be the stupidest question ever posted on the AGS forums:

What would be "better" for displaying a cutscene, an actual movie file (like avi, for example) or creating a View with the individual frames of the movie inside a loop and putting that View into a GUI...?

Im guessing the view with sprites looping could be heavier than just playing the movie, right?

Why would one use one of those methods versus the other?

#35
Hi dudes,

Ok, Ill try to relax then...the game Im working on is just for fun anyways...I guess I just want something everyone might enjoy...:)

I think Ill find a way to manually run character animation while he speaks and the portrait is shown at the same time so theres both...but it might be a bit too much though.

Has anyone else ever tried both at the same time?
#36
YO!

Ive searched without luck, but Ive got this burning question and I cant seem to be able to sleep at night without it being answered! Ive also got a burning itch between by legs but thats another story.

Ok, well...is it possible to have sierra-style dialogs, with the portraits...but the character onscreen also has a lucas-style animation where you see his mouth moving, etc...so you can have both "at the same time"...?

Also, do you guys think it would be a good idea to give the player the choice of lucas-style dialog or sierra-style dialog in the game?

I thought of doing both, and then in the settings let the player decide which they would rather play with...I know this would increase the amount of work, but it could make the game more "like-able" by all, no?

#37
Advanced Technical Forum / Re: Screenshot bug?
Sun 04/10/2009 19:50:57
Well on my end I tried my game on the 3.2 RC 1 and everything works (in every mode)...the only problem is when you're in D3D fullscreen, the screenshot is shifted over like 20% to the right...in  the direct x mode, fullscreen or windowed, it works super fine...windowed D3D, super fine...so I guess its just the fullscreen mode (I think when you have to have the "display borders in widescreen" selected)

I can provide a screenshot if you need

Im surprised you already have a fix going for  this bug, so fast! :)
#38
Advanced Technical Forum / Re: Screenshot bug?
Thu 01/10/2009 22:33:48
ive tried the same setup on yet another computer and this time Direct3D doesnt work in full screen or windowed...direct x 5 "works" partly...only part of  the screen is taken as a screenshot (the iconbar and bottom bar), everything in the middle is see-through.

Do you think its something to do with screenshots not working correctly when in 1024 x 768 + 32 bits?

**EDIT**

I did some more  tests:

On my computer at home where the screenshots worked (D3D Windowed), I tried in D3D Fullscreen doesnt work. I tried Direct X5 Fullscreen= doesnt work. I tried Direct X5 windowed=doesnt work.


Interesting find: When I click the checkbox "downscale 32 bits to 16 bits", every mode works! The screenshots work as they should...32 bits however, and I get all those problems and irregularities in 3 different computers with 3 different graphics cards + OS.

So it seems there could potentially be a problem with hi-res 32 bit graphics 1024 x 768 and the screenshot in savegame feature?

Perhaps someone could test this out on their end aswell...
#39
Advanced Technical Forum / Re: Screenshot bug?
Wed 30/09/2009 23:11:22
Hi Pumaman,

Interesting, on my home computer the save screenshots acts "normal" only when im in Window mode (either driver). Once I try in fullscreen (either driver), the screenshots dont work normally...I get the button that becomes transparent and cuts through the GUI (so we see the background behind the save GUI).



#40
Ok these are all great tricks...I will try em out.

However, its not exactly what I was meaning, but I think I just thought of somethin that might work:

When the player enters a savegame name (for example I Love Turtles), instead of truncating the I Love Turtles to 10 characters...I will have a dialog pop-up saying "please limit your save names to 10 characters or less"...the reason for this is I dont want characters overlapping over my gui window thing...it can only display 10 characters cause thtas the way I like it!

Ill just do an "if/else" thing to check the length of the inputted text I guess.

I like the truncate (10) command though...and will try that too if I cant get the other way to work.
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