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Messages - Manuel_man991

#1
ok, thanks. I'll try fix it.
#2
I don't understand jeje 8)
#3
Hi, i'm creating a game, i need a template with sistem chron-o-john and save/load game menu (for AGS 2.72), Proskito did a DOTT's template, but i can't use it with 2.72. Where can i get a template?

      Thanks ;)

   Sorry, my english is bad xD
#4
Hi, mi problem, for example: if i look at a hotspot,  some script (i choose) will change.
I want change the scripts in a "run script".

How can i do this?

Sorry, my english is mess
#5
THANKS EVERYBODY!
#6
REPAIRED!!
Other problem: ERROR: Type mismatch: cannot convert 'const string' to 'string'.

NOTE: The problem is:   DefineMode(      WALK,      "Walk to",   9,    0 );

game.dialog_options_y=1;
game.dialog_options_x=1;
game.items_per_line=3;
game.num_inv_displayed=6;
game.text_speed=10;
game.auto_use_walkto_points=0;
ResetModes();

GUIOff(MAPS);
SetTimer(19,1);
////////////////////// MODES SETUP ///////////////////////
//Normal modes:      MODE      "name"       AGS   Extension   
//                     cursor
//                     mode
  DefineMode(      WALK,      "Walk to",   9,    0 );
  DefineMode(      LOOK,      "Look at",   1,   'l');
  DefineMode(      TALK,      "Talk to",   3,   't');
  DefineMode(      PICKUP,      "Pick up",   5,   'p');
  DefineMode(      OPEN,      "Open",      8,   'o');
  DefineMode(      CLOSE,      "Close",   8,   'c');
  DefineMode(      PUSH,      "Push",      8,   's');
  DefineMode(      PULL,      "Pull",      8,   'y');

  DefineMode(      GIVECHRON,   "",      4,    0 );//special mode, do not set this mode manually, it is set in GiveInvChronOJohn function.

//Inventory modes:   MODE   "name"       Prepo-   Only   Can   Extension
//                  sition   inv.   interact
//                        w/ inv
  DefineInvMode(   USE,      "Use",      "with",   0,   1,   'u');
  DefineInvMode(   GIVE,      "Give",      "to",   1,   0,   'g');

//*Only inv:    Means that you can only use that mode followed by an inventory item:
//               USE has 0, because you can USE a hotspot also. However, you can't
//               GIVE a hotspot, you must GIVE an inv. item you already have, therefore
//      GIVE has 1.
//*Can interact   USE has 1, because you could have an inventory item like the
//    with inv:   "navigator's head" in Monkey Island 1, on which if you click 'USE item'
//      then the item performs some action, instead of putting 'USE item WITH'
//      and waiting for the player to select someting to USE the item WITH.
//      An interaction like "GIVE item" on its own, doesn't make sense,
//      (because you must GIVE something _TO someone_) so GIVE has 0.

  SetDefaultMode(WALK); //edit if you want, but dont delete.
#7
ERROR line (598): Function declaration has wrong number of arguments to prototype.
#8
The error is: Error line (598): Expected '{'

function MovePlayer(int x, int y){
  //Move the player character to x,y coords, waiting until he/she gets there, but allowing to cancel the action
  //by pressing a mouse button.
return MovePlayerEx(x,y,0);
}

function Abs(int value){
  //used by GoTo functions
  if (value<0) return -value;
  else return value;
}

function Offset(int point1, int point2){
  //used by GoTo functions
  return Abs(point1-point2);
}

function GoToCharacterEx(int charidwhogoes, int charidtogo, int direction, int xoffset, int yoffset, int NPCfacesplayer, int blocking);

  //Goes to a character staying at the side defined by 'direction': 1 up, 2 right, 3 down, 4 left
  //and it stays at xoffset or yofsset from the character. NPCfacesplayer self-explained. ;)
  // blocking: 0=non-blocking; 1=blocking; 2=semi-blocking.
  // returns 1 if player arrived.
  int playerchar,charidx,charidy,playerx,playery;
  if (charidwhogoes!=GetPlayerCharacter() && blocking==2) blocking=0;//npcs cant perform semi-blocking actions
  playerchar=charidwhogoes;
  charidx=character[charidtogo].x;
  charidy=character[charidtogo].y;
  playerx=character[playerchar].x;
  playery=character[playerchar].y;
      int arrived = 1;
      if ((Offset (playerx, charidx) > xoffset) || (Offset (playery, charidy) > yoffset)){
        if (direction==0){ // shortest way.
          if (Offset(charidx,playerx)>=Offset(charidy,playery)){ // left or right
            if (playerx>=charidx) direction=2; //right
            else direction=4; //left
          }
          else{
            if (playery>=charidy) direction=3; //down
            else direction=1;
          }
        }
        // calculate target position
        if (direction==1) charidy-=yoffset;
        else if (direction==2) charidx+=xoffset;
        else if (direction==3) charidy+=yoffset;
        else if (direction==4) charidx-=xoffset;
        // move character
        if (blocking==0){
          MoveCharacter(playerchar,charidx,charidy);
          arrived = 0;
        }
        else if (blocking==1){
          MoveCharacterBlocking(playerchar,charidx,charidy,0);
          arrived = 1;
        }
        else if (blocking==2) arrived = MovePlayer(charidx,charidy);
      }
      if (arrived > 0){
        // characters only face each other after the moving character arrived at the target point
        if (NPCfacesplayer==1)  FaceCharacter(charidtogo, playerchar);
        FaceCharacter(playerchar, charidtogo);
      }
      return arrived;
#9
thanks, strazer, but said: Expected {
#10
Nothing. The error it follows there. Some idea?
#11
This:

The problem was:
In: 'Global script'

Error: Function declaration has wrong number of argument of prototype.
#12
Hi, i've a problem with a DOTT's template (and more template with scumm interface). If I open a template with ags 2.71 or 2.7, the ags say: ERROR:

function GoToCharacterEx(int charidwhogoes, int charidtogo, int direction, int xoffset, int yoffset, int NPCfacesplayer, int blocking){
  //Goes to a character staying at the side defined by 'direction': 1 up, 2 right, 3 down, 4 left
  //and it stays at xoffset or yofsset from the character. NPCfacesplayer self-explained. ;)
  // blocking: 0=non-blocking; 1=blocking; 2=semi-blocking.
  // returns 1 if player arrived.
  int playerchar,charidx,charidy,playerx,playery;
  if (charidwhogoes!=GetPlayerCharacter() && blocking==2) blocking=0;//npcs cant perform semi-blocking actions
  playerchar=charidwhogoes;
  charidx=character[charidtogo].x;
  charidy=character[charidtogo].y;
  playerx=character[playerchar].x;
  playery=character[playerchar].y;

The error is in first line, but this template works very good with AGS 2.62, but if i open with ags 2.7 o 2.71 the template doesn't work.

     Thanks.

#13
Ok, thanks. ;) :) ;D

          Manuel
#14
Hello, i write this topic for ask, so that text parser serves? when can i use the text parser?

    Thanks
#15
Each one has a version different, and i don't know about that version. I and my friend will do the maniac mansion 3.
#16
First, HAPPY NEW YEAR for every people.

   Hello, i'm Manuel, i'm spanish. I write this topic for talk about my new proyect. The game's name is Maniac Mansion 3: Tentacle's Revenge. It is a new chapter of Maniac Mansion (Ron Gilbert). Bernard, Hoagie and Laverne return for win to purple tentacle, more powerful than never. This game has:
- Scenes and character CARTOON more modern.
- between 30 or 40 scenes.
- Music MP3
- A title page for DVD.
- Interface SCUMM
- 800X600
and more...

This game is spanish, but we will do a english version, and the web (WWW.ZEUS-ENTERTAINMENT.CJB.NET), now is spanish, but i'll do a english version. I doing this game with Carlos Arts Studio (Los Pascual, Pedbo World), from the web, you can enter in Carlos's web (and others web: Metamorfo Entertainment, TOTEMGAMES reccomend, Maniac mansion mania...). I hope that you like my Web.

             Manuel

P.D Sorry about my english, i'm spanish and i don't speak english very well.
#17
NOTE: Sorry by my bad english, i'm spanish and i'm fourteen years old.

     I need a template with a "Verb Coin" and menu Savegame/loadgame, i downloaded the template "The curse of Monkey Island" and the template of Shimblebank, a template named: Verb Coin, it has not a menu save/load game, i don't know make a verb coin, because i don't know about scripts of GUIs. I exported the GUI of verb coin, and imported in a template with savegame, but the ags don't imported the scripts of verb coin. I need a template.

          THANKS

                Manuel :)
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