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Messages - Kinoko

#2601
I've made so many changes lately, it's hard for me to remember exactly what fixed what, but I've essentially fixed all these problems in the last couple of days.

Proskrito - I had been reading the doc file but since I could never remember every problem addressed in it, when a new problem arose, I would often think "Hmm, didn't see that in the doc" and didn't think to check.

My walk-to points had stopped being recognised because of a REALLY simple thing: I had at some point accidentally unchecked the box regarding them in the general settings tab. Easily fixed.

As I said before, the "look at" problem was fine as soon as I got the new template (so I highly reccommend it!).

The 5 or so hotspots that weren't working REALLY baffled me. I did a few tests with moving them around and taking them off one by one and, although I don't understand WHY this was a problem, I figured out what the problem was. One of my hotspots reached all the way to the top pixel of the background. It was, for some reason, stopping not only itself from working properly, but all the hotspots directly below it. All I did was keep one pixel length line free at the top of the screen and everything works like a charm. If keeping the top line of pixels free is written in the manual somewhere, I never came across it... but it completely baffled me.

The only other fundamental problem I had was the character, after being told to look at something, moving to the object's closest point on his own, and THEN moving to the hotspot. I fixed that by changing the 1 to a 0 in the line: AlwaysGoToHotspots=0;

Easy ^_^ I hope that helps anyone who comes across similar stupid problems!
#2602
You know what? That was part of it. I found myself on the general settings tab going, "Why on earth is that not ticked?". Must have accidentally unchecked it at some point ^^;; Ah, sorry for wasting everyone's precious, precious time.

I also took the time to do a little more research (it must have passed me by the first time I checked the manual) and discovered that I needed to change the AlwaysGoToHotspots=1 line to 0.

Thanks everyone for helping an idiot!
#2603
I had that exact problem with the "look at" function not working when used with the left mouse button, and working but ignoring walk-to points when used with the right mouse trigger.

As soon as I got v1.3 of the template and transferred my game over, the "look" function worked fine except for a group of about 5 hotspots in one room. I don't know if that's related and absolutely noone has been able to come up with any ideas or solutions for that problem.

Right now, for seemingly no reason at all, my walk-to points have all decided to stop working completely. I also don't know if this is related to the template or not but I thought I'd just throw it out here in case someone else comes across the problem.
#2604
All the walk-to points are there, nothing has disappeared or anything, and this happens even with newly created walk-to points.

I suppose I could put MoveCharacterToHotspot in the interaction for -every- hotspot... but that seems like an awful lot of work and I don't want to have to do that.

Isn't there something in the global script I can check/change/add that will help this?

EDIT: Just to clarify, problem is now fixed. I had at some point just accidentally turned off the check box for always going to hotspots in look mode. I encourage others to learn from my mistake.
#2605
What exactly (so I can find it) is the code for MoveCharacter to object that you mentioned?

I tried the other suggestion about creating a walk-to point from an unused hotspot and sending the character there before displaying the message, but the same problem still exists.

The problem isn't how to get him to the spot I want. It's how to get the character to the coordinates I want without him moving towards the spot near the object that the game determines it should go.

I think that move character to bject code sounds like it might be the key though, so I'd like to try getting rid of that first.
#2606
Thanks for that, I had a look around. Just about those fonts have the characters I'm after but none are the MI2 style font, which is what I'm after. The exact same font I have right now, but with the new characters.

I get the impression, although I've never tried, that making your own font or editting an existing one is a difficult and long process so I was hoping to avoid that.
#2607
Due to a ridiculous amount of heat in Brisbane during the past week (hottest temps -ever-), Cirque de Zale will probably be out by early-mid March instead of end of February, because I took the previous week off to sit in front of the fan and die. ^_^
#2608
I'm using the typical Lucasarts font in the MI2 template but I'd like to be able to have symbollic swearing (%$#@! etc). The font contains *, & and % but I'd like to be able to use $ and # as well. I don't need certain characters like ó or ú.

Has anyone heard of someone else modifying the font in this way, or if not, how can I modify it myself?
#2609
I'm sorry I can't be more specific on this, but I've been working on my game for awhile so I'm not sure of any specific changes that could have made this happen.

I just noticed today that none of my walk-to points are working. Every hotspot HAS a walk-to point assigned to it. I'm wondering if there's a particular piece of code I need to check that might have been changed at some point and caused this to happen, or if there's just a piece of code I can add to make sure this works.

I'm using the MI2 template, if that helps.

Any ideas appreciated, thanks! ^_^
#2610
Whenever I look at an object, the character will walk to a certain point that I assume the game has determined is as close to that object as possible. A lot of the time, this spot the character walks to doesn't look right so I wanted to set a walk-to point for these objects. Seeing as there is no 'walk-to' point for objects as such, I just set a MoveCharacter in the interaction editor. However, when I look at an object now, it walks to the original "pre-set" point, and then turns around and walks to the point I've designated.

Is there a better way of going about this and just having the character walk straight to the point I want?
#2611
Timosity: My first reaction to reading your reply about playing cricket during all that stormy weather was "Uhoh, remember that guy who was struck by lightening and killed while playing cricket in stormy weather". I suppose, lucky for you that you were doing it at around the same time, so I guess the lightening was busy on the other guy and had no time for you.

Also, I had the exact same thoughts about that Simpsons episode in England. Personnaly, I usually hate all the overseas vacation episodes because they either really offend me ^_^ (ie, Simpsons in Australia) or they are just completely unresearched and ... pretty lame. Of course it has to be funny, but things are funnier when you do make an attempt to get the facts right to a certain degree. Laughing at what's actually there in life, rather than just inventing things to laugh at. Why DO they always end up in court?? It's like watching a National Lampoons movie rather than the Simpsons.

To anyone else, let me tell you than Brisbane just experienced it's hottest temperature ever over the weekend (and it can't be much better right now) and it's just freaking awful here now. Apparently 23 people died from the heat. I found that extremely freaky. This summer, Queensland, if not most of Australia, has experienced some of the worst weather everywhere. Record high temperatures, an entire week of extremely violent storms...

Check these out for photos of the park near my house during one particularly wet storm. I repeat, this is a PARK. Not a lake. Not usually, anyway.

http://www.sforzend.com/flood/flood01.jpg
http://www.sforzend.com/flood/flood02.jpg
http://www.sforzend.com/flood/flood03.jpg
http://www.sforzend.com/flood/flood04.jpg
http://www.sforzend.com/flood/flood05.jpg
#2612
General Discussion / Re:Midi synthesizer
Thu 19/02/2004 16:08:15
You people are so cool! ^_^

Thanks everyone, I'll try what I can and post if I find a good one.

modgeulator - Think an Australian University will count?

#2613
General Discussion / Midi synthesizer
Thu 19/02/2004 04:37:05
Does anyone have any idea where I can find (or just of the existence of) a free copy of some simple yet effective MIDI synthesizer? I just need something simple to make some MIDIs for my game but all I've come across myself are huge elaborate copies of Cakewalk products in the like that cost hundreds of dollars. I don't need every single music software feature available to man. Just something simple with a staff, and instrument selection. SURELY one exists somewhere @_@

Please help!
#2614
Hey hey, I like! You know, there will never ever be enough detective games out there. Thanks for adding another one though. The backgrounds look great, character looks great, and I like that you've already done a promotional poster. I keep meaning to do that...

Good luck! I look forward to this very much ^_^

Oh, and where's MY wedding invitation??
#2615
I understood that but I didn't know what to script and where to script them. It's ok though, I found what I was looking for buried in the MI2 template documentation. Thanks anyway ^_^
#2616
Oh, thanks! Works like a charm now :)
#2617
I'm trying to get an opening/closing door thing going. I have a "door" as an object and in it's interactions, under ext. modes, I have this code:

if (UsedMode("open")) Go();
ObjectOff(0);

if (UsedMode("close")) DisplaySpeech (EGO, "It's already closed.");

Opening the door works fine, but when I click close on the door, the speech is displayed AND the Obejct is removed, hence opening the door.

Why is it adding in that extra ObjectOff action when it hasn't been specified?
#2618
I'm using the Lucasarts GUI so I have commands like "close", "open", "push", "pull" and "give". How do I set interactions dependant on which of these GUI buttons were pressed? In the interaction editor, I only have access to "use object", "walk to object", "look at" etc...
#2619
My first comp! ^_^ This one sounded fun, so I couldn't resist. Here's mine:



That's me with the enormous hair and beside me is my sidekick, Mush-face.

(note: Kinoko is Japanese for mushroom).

Everyone else's entries are fantastic. I love yours, WanderLady!
#2620
It worked, thanks dude! ^_^
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