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Messages - MCF

#21
I keep running into issues regarding colors from sprites I load becoming transparent.  I am running 16-bit for the color.  It seems like the transparent colors recognized AGS is random.  Sometimes it's black... othertimes white... and now some off-white shades are being made transparent... giving the objects a hard-to-look-at spotty feel.

How do I make my objects 100% opaque when I want to?
#22
Here is the code for my intro page.  The goal is for one background to shown for 12 seconds, then a sound plays and the screen changes again.  The sound plays, but the screen doesn't change.  I have the background loaded in the animation files.  And I figure repeatedly execute is the correct location for this code, since it is dependant on the timer changing.


function room_a() {
 // script for room: Player enters screen (before fadein)
SetTimer (1, 12*GetGameSpeed());
SetBackgroundFrame (0);
}

function room_b() {
 // script for room: Repeatedly execute
SetCursorMode (8);  
if (IsTimerExpired (1) ==1) {
   PlaySound (1);
   }
if (IsTimerExpired (1) ==1) {
   SetBackgroundFrame (1);
   }
}
#23
I'm trying to have 1 cursor for the opening screen.  I have the following script...


// room script file

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

GUIOff (0);
GUIOff (1);  
GUIOff (2);
SetCursorMode (8);

}

function room_b() {
 // script for room: Repeatedly execute

SetCursorMode (8);  
}


All the GUI's are off to get them out of the way.  I initially had the setcursormode running on room entrance, but then added it to repeat execute to combat the right clicking.  However, when you right click, it still flashes the other existing cursor for the millisecond of processing time.  

How do I get the one cursor to be the only cursor for the screen?  
#24
How do most of you go about creating an opening screen with such options as load game, new game, and quit?  Do you create a room?

Also, anyone have any helpful links to additional scripting tutorials, explanations?
#25
Here is my situation.  I have a long perspective hallway as one of my rooms.  The character basically can only walk on the vertical axis, scaling down in the distance.  I have an chandelier object that, when activated, decends to the floor in the foreground.

Problem 1) The character can walk right through the object when it's on the floor.  I suppose I could cut out a little walkable space, but that would limit the characters movement inexplicably when the chandelier is in the air.  How can I give the object "mass" so that the character cannot walk through it?

This is more than an issue with the baseline, since I can easily set that at the extreme foreground.

I guess what I need is the ability to change the walkable area in the room -- or do I need to change to a new room when the chandelier is on the floor?

#26
I'm not 100% sure what you're asking, but I'll try.

I'm assuming you want to make it clear which part of your cursor is the actual part that spurs an interaction.  

If you go to the cursors menu, you can change the hotspot very easily.  It's represented by a red dot on the icon display window.  Move that to wherever seems most convenient.  You can also make it easier on your player by adding some highlight to the hotspot in the actual icon image file.

Then again, this may not be what you were looking for.
#27
Working now.  Thanks.  Going to take a lot to get used to this scripting with a non-programming background.
#28
Fixed that, and still receive same error as before...

Error (Line 3) Parse Error: Unexpected 'SetObjectGraphic'

What, even more fundamentally incorrect, am I doing?
#29
I've been working on the art for my game for a while and have just started actually assembling it.  I want to work within the scripting to have more control, but the newbie learning curve is hurting.

I've written the following in the code in the room script editor

// room script file

SetObjectGraphic (0, 68);
SetObjectPosition (0, 100, 100);
objecton (0)
SetObjectView (0, 6);
AnimateObject (0, 0, 5, 2);


This is a chandelier object which will eventually fall.  It is animated for the flames.  However, the script simply doesn't work.   I know it's probably something very simple.  

The only other way I know how to work with objects is through the AGS tools... but I need the object always animating, not after an interaction.

Hope this isn't insultingly simple.   Thanks.
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