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Messages - Khris

#12741
Quite impolite, aren't ya?

Spoiler
use the knife on the rope...
[close]
#12742
I'm stuck, too
Spoiler
I only need to find the thing to catch my dreams...what is it and where can I get it?
[close]

Thanks
#12743
Quote from: Nelinas on Tue 12/10/2004 17:10:16
Quote from: khrismuc on Tue 12/10/2004 16:09:10
ggp,
Spoiler
Ã,  Teh bomb is in the waste bin.
[close]

About that famous bomb:
Spoiler

I can't do anything with the waste bin - he keeps saying that there's no time to waste looking inside that bin?!
[close]

Spoiler
After you found your daughter and she has told you about the bomb, you get 'No bomb here' messages when interacting with the furniture, and only then will the hero search the waste bin
[close]
#12744
ggp,
Spoiler
Ã,  Teh bomb is in the waste bin.
[close]

And now what? :]

Spoiler
Ã,  Probably the paper has something to do with disarming it, cause there is an A button, but the other buttons have no label and I can't figure out the correct sequence...is the laptop just deco or does it play a role?
[close]
#12745
Help, I'm stuck:

Spoiler
I shot the door, stormed into the room and killed the 2nd bad guy, but I'cant do anything in here and the combination on the paper doesn't work with the laptop...
[close]
#12746
There's no explanation because it is not possible (I think).
If you want a function to be accessible in the global and room script, why don't you just move over the code to the global script and import it in the room script?
#12747
True, this would be very useful.

GRAC and GRAC 2 (GRaphical Adventure Creator) for the AMIGA used this method.
#12748
The Erazor II is quite old, I have the latest drivers from Sep 2002.
I've updated DirectX to ver 9c after reading your reply and haven't experienced it again yet.
#12749
Don't know if this is a bug or just my system?

Occasionally, the game screen is messed up after running a game at 320x200 res. in fullscreen mode.
This happened not only with my games but with other people's games, too.

Let's say the normal screen looked like this:
.--------------.
|##############|
|#111111222222#|
|#111111222222#|
|#333333444444#|
|#333333444444#|
|##############|
'--------------'

Sometimes I get something like this:
.--------------.
|444444##333333|
|444444##333333|
|##############|
|Ã,  Ã,  Ã,  Ã, Ã,  Ã,  Ã,  Ã, |
|Ã,  Ã, all blackÃ,  |
|Ã,  Ã,  Ã,  Ã, Ã,  Ã,  Ã,  Ã, |
'--------------'

(The x offset is always at 160, but the y offset varies.)
I have Windows ME and an Elsa Erazor II gfx board.
#12750
Great, works perfectly,
thank you very much for the quick response!
#12751
Hello, I'm really stuck here.

My situation is the following:
When the mouse is over a hotspot (or obj or char), I made the cursor change to the appropriate MODE.
Additionally, I wanted to display the name of the hotspot next to the cursor.
I figured I could use a transparent GUI with one label and change the GUI's pos and label's text in the repeatedly_execute().
My first attempt though was to achieve this by using a TextOverlay which seems to be a more elegant way (at least in my opinion).

First I tried to store the Overlay's ID in an int I declared in line 2 of the global script (outside any function).
In game_start() I had
Ã,  id=CreateTextOverlay(0, 0, 100, 2, 1, "");
and in the global repeatedly_execute() I had
Ã,  SetTextOverlay(id, x+5, y+5, 100, 2, 1, line); (with x and y holding the mouse coords)

Then I tried another approach:
In game_start() I had
Ã,  int id;
Ã,  id=CreateTextOverlay(0, 0, 100, 2, 1, "");
Ã,  SetGlobalInt(9, id);
and in the global repeatedly_execute() I had
Ã,  int id;
Ã,  id=GetGlobalInt(9);
Ã,  SetTextOverlay(id, x+5, y+5, 100, 2, 1, line);

Both methods work fine as long as EGO stays in the first room.
But as soon as a new room is loaded, the game crashes with the following error message:
(room 4, script line 66) RemoveOverlay: Invalid Overlay ID passed
(line 66 of the global script holds the SetTextOverlay command)

(Perhaps I should add that I don't use the global repeatedly_execute(); I wrote my own called rep_ex() and call it in every room's repeatedly_execute() to disable the cursor's auto-change in rooms where I don't want it. But I believe it doesn't matter. And the global repeatedly_execute() is empty of course.)

I know this post is awfully long, but I wanted to be exact. Sorry :)

Please help, any hint is appreciated.
#12752
I just played your demo, it's great.

Beneath a Steel Sky (also by Revolution but much older than BS) uses this, too.

However, this method provides less flexibility.
You could still implement looking at things by right-clicking on them, but you can't any longer e.g. rob (interact with) another character.
This could be solved by opening a small GUI that lets you select whether you want to interact with or talk to the character. I think Lure of the Temptress uses this method.

My personal favourite of what I've seen so far in AGS games is Yahtzee's approach to the problem in 7 days a sceptic. (left-click: walking, right-click: GUI with choices opens)
#12753
Modules, Plugins & Tools / Re: Automatic doors
Thu 02/09/2004 22:50:27
I'm quite new here, but considering the door's animation, I have an idea:

Wouldn't it be possible to use two objects, one for the door and another for the wall the door slides into and then just move the door-object beneath the other one?
This way, the animation would require only two sprites and would be much smoother, right?
#12754
Hey,

this is my first post here, so don't kill me if I didn't obey one of the forum's rules...

A few days ago I wanted to play Perils of Poom (after I read a positive review).
I think it's a nice and funny game, however one thing is terrible: the intro can't be skipped. Most of the other games offer the opportunity to restore in the very beginning and only after starting a new game, the intro begins to roll.
I played a few other games, too, featuring this mistake(?).

What do you think? Am I right or what?Ã,  ???
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