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Messages - Kinoko

#2661
Well, the code seems to be fine now. The only problem is that the background doesn't animate :)
#2662
It's telling me it "Cannot assign value to entire array" in regards to bgdelay--;
#2663
Is there any way to control the delay for each individual frame of an animated background?
#2664
Wow, I'm really impressed with the updates. As soon as I started fiddling with v. 2.5 and noticing a couple of things that coupld be improved, a new version with exactly what I wanted comes. As soon as I find a tiny problem with that, a service pack comes out that fixes THAT little problem.

Thanks for all the back breaking hard work! ^_-
#2665
Ah, thanks. I really didn't expect game.text_align to work but it did. It's not supposed to affect Lucasarts style text but I guess overlays must work differently. My speech text was always fine, it was just overlays that insisted on being different. Anyway, thanks. Another problem solved by TK ^_-
#2666
I'm currently using CreateTextOverlay to create some text, but is there any way I can align it centrally? I -could- probably go to all the trouble of creating the second line of text as a seperate overlay and manually centring it ..... but I really don't wanna have to do that.
#2667
(Thanks for the quick reply!)

OK, I think we hit something there - proof of my ignorance!

I did not know these things also had to be set in Room Interactions, I now see the light, I feel like an idiot, and everything works like a charm. THANKYOU.
#2668
This is what I have in my room 2 script:

// room script file
function room_a() {
 // script for room: Walk off left screen edge
}

function room_b() {
 // script for room: Player enters screen (before fadein)
}

function room_c() {
// script for room: Player enters screen (after fadein)

DisplaySpeech (JULIO, "Thankyou ladies and gentlemen");

}



It seems pretty basic enough and yet as soon as the second room is loaded, the script stops and it returns control to the player. Like I said before, the character positions for this room are  written in the room 1 script with the newroom lines.

For the knowledge of scripting I have so far, it seems like it should be working but I can't understand why the script won't continue with the DisplaySpeech function I have on this room script. As soon as the room loads, I just get control of the cursor and nothing else happens.

Does anyone have any ideas on this?
Thanks so far, TK.
#2669
I've got most of my intro sequence going now, but I have one minor problem. I'd like to change the room at one point, after having previously taken the player character and another character out of room 1 and into room 2. I can get everything displayed as I want, and all the characters at the right coordinates by using character[].room and NewRoomEx in the local script for room 1.

I then want to DisplaySpeech and use some animation in room 2, but I can't seem to make the script respond. The intro stops as soon as the new room is loaded.

I basically have a blank script for room 2. What lines of code do I use in the room 2 script to allow me to start scripting actions?
#2670
OK, thanks.

Let me just see if I have this straight so I don't go and screw something up and come back here crying.

If I want my game to start with an intro sequence in say, room 3, I should put the intro code directly into the individual room script.

If I want the characters to all be in the room when the game starts, exactly which line of code should I place the intro codes before or after?
#2671
I'm trying to start creating my intro sequence, so I'm testing a few things. I've written a MoveCharacterDirect function into the script, but when I try to run it, it tells me the character isn't in the room. According to what I've put in the individual character settings, he is (along with EGO)... am I missing something? Do I have to set a function in the script manually putting this character into the right room?

I'm also a little unsure of exactly where in the script I should be writing my intro sequence functions. Could someone tell me exactly where I should be writing them? Right now, I'm putting them after function game_start. Why do I have the feeling my two problems are related?
#2672
Thanks for the swift reply!

Actually, I was just about to try and delete this post as I did a search on the forums and found a bunch of answers for the problem (don't know why a forum search didn't occur to me earlier .. sorry for wasting your time!). I just downloaded the latest version of the scumm template which has the correct coding.

I appreciate the reply though, thanks :)
#2673
Hi,
I'm sorry if this has already been answered somewhere but I looked around and couldn't find it in any of the FAQs or help guides.

I'm just starting to test my first room in a new game, I've created my  player character and imported the first room, set all the walkable areas, walk-behinds and the baseline, and the starting point for the character. I've basically followed the tutorial up to the "Making your first room" point.

When I setup and test the game, it appears fine and everything seems as it should until I click on an area to try and get my character to walk somewhere. I get an internal error that reads like this:

run_text_script1: error-1 (Runtime error: Wrong number of parameters to exported function 'unhandled_event') running funtion 'unhandled_event'

I know next to nothing about scripting so far so even though I can see what's written under the unhandled_event section, it doesn't mean much to me. This error also happens after I look at a certain inventory item, though it lets me click on the GUI (I'm using the MI2 GUI template) buttons and look at another inventory item.

Again, I'm sorry if this is posted elsewhere or should be obvious.
Thanks
#2674
(Sorry if this should be in the general topics)

I'm having trouble with changing the GUI buttons using the MI2 GUI template. I exported the button graphics into my graphics program and changed them, keeping them at the exact same size as the originals for convenience, then importing them (without checking the "import for 640x400 resolution" box) and that worked fine, meaning that when I viewed them in the GUI tab, they were at the right size.
However, I'm making my game in 640x400 res. so I thought I'd make more detailed buttons. I doubled the size of the button graphics, redrew them and imported them again (this time checking the box) and while the graphics are technically the right size in the GUI, the quality has dropped significantly, as if they were larger graphics at a lower magnification. Is there something I'm doing wrong, or some way past this?

Thanks.
#2675
I'm currently in the middle of my first game, and starting to import sprites. I'm using a resolution of 640x400 and when I go to import a sprite, there's a checkbox asking whether I want to "Import for 640x400" resolution. Should I be checking this?
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