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Messages - Matti

#1941

Two newer ones:

This post of Indieboy as an answer to Babars picture.

And Khris' suggestion for a new acronym for using the forum search.
#1942
Quote from: J. Man on Thu 14/05/2009 00:00:06
I wish the stop watch was just invisible though so I didn't have to see it every time

Agreed.
#1943
Quote from: IndieBoy on Wed 13/05/2009 22:38:11
"And for my next trick I will transform this glass vase into a larger ceramic vase."

Haha, hilarious  ;D
#1944
I don't know what the limits are but I used a 25000 px long background (with a 1024x678 resolution) and it worked well..
#1945
From the module's readme:

Three modes are currently available:

 * eKeyboardMovement_None: Keyboard movement disabled (the default)

 * eKeyboardMovement_Pressing: Player walks while the direction key is pressed.
   Releasing the key stops the character.

 * eKeyboardMovement_Tapping: Player starts walking when direction is pressed
   once and walks until key is pressed again. Numpad-5 also stops him.

So what you're looking for is eKeyboardMovement_Pressing, if I understand you correctly.


Ah, Mirek beat me. Oh, and Ghost too.
#1946
There's only a few interactible objects and I include conditions in their event script.

Plus, most interactions can only be done when only the player's inventory is shown so it's automatically the owner who is using the items.
#1947
I don't need it for the stealing stuff to work, but the items should still be interactable (when they belong to the player, not the enemy). So yes, I need that line.
#1948
You're right. And that's what I just did. I simply copied the item's interaction code to the on_mouse part and replaced the items name with inventory[game.inv_activated]. This is all(!) I got now and it seems to work perfectly:

Code: ags

int ItemOwner() {
  GUIControl *control=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
  return control.AsInvWindow.CharacterToUse.ID;
}

function on_mouse_click(MouseButton button) {
  if (IsGamePaused() == 1) {
  }
  else if (button == eMouseLeftInv) {
    inventory[game.inv_activated].RunInteraction(eModeInteract);
    if(ItemOwner()!=kampfspieler && grab){
    character[ItemOwner()].LoseInventory(inventory[game.inv_activated]);
    character[kampfspieler].AddInventory(inventory[game.inv_activated]);
    grab=false;
    }
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, eModeInteract );
  }
}


Thanks again (for reminding me to keep the script as short as possible  ;))
#1949
Just remove the lines of the event script AND the line in the panel where you created the event, next to the [...].
#1950

Ah, yes, adding these lines to the on_mouse_click part made it work:

Code: ags

  else if (button == eMouseLeftInv) {
    inventory[game.inv_activated].RunInteraction(eModeInteract);
  }


I thought eMouseLeft + Process.Click would suffice, but well... I haven't worked on anything inventory-related for a long time now an didn't ever know much about it ::)

Thank you both, everything works fine now.
#1951
Critics' Lounge / Re: Alien character WIP
Mon 11/05/2009 22:36:09
Hm, with some more shading this could be a character of The Hatmakers Tale.  It's cute and snail-like  :)

Looking good. I'd use a little more contrast and shading though.
#1952
General Discussion / Re: A UFO theory.
Mon 11/05/2009 22:28:28
Yeah, with all those UFOs out there just imagine all the crashes happening if they wouldn't have any lights. How irresponsible that'd be!
#1953
Okay, I guess I have it now but I encountered another problem, seemingly related to general inventory interaction.

I have set "Handle inventory clicks in script" to true and put

Code: ags
mouse.Mode=eModeInteract;


in the game_start() section.

Furthermore I have the following:

Code: ags

function on_mouse_click(MouseButton button) {
  if (IsGamePaused() == 1) {
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
}


This in the header of the global script:

Code: ags

int ItemOwner() {
  GUIControl *control=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
  return control.AsInvWindow.CharacterToUse.ID;
}


And the following action for stealing an item:

Code: ags

function iTrank_klein_Interact()
{
if(ItemOwner()!=kampfspieler && grab){
  character[ItemOwner()].LoseInventory(iTrank_klein);
  character[kampfspieler].AddInventory(iTrank_klein);
  grab=false;
}
}


But nothing happens when I click the item (iTrank_klein). There's no problem with the variables, even if I delete / change the if-statement or the resulting action nothing happens. So I guess there's something wrong with the inventory handling / on_mouseclick function or something else I don't know much about. I just want to have one cursor (which works fine) and one interaction for each item...

Help is appreciated.
#1954
General Discussion / Re: A UFO theory.
Mon 11/05/2009 17:03:34
"If we compare these two objects, the one in Scotland looks very similar to the one I saw last night in Oxfordshire".

Haha, you're funny as always. You mean that the two lights have the same color?

Can't believe that you take this stuff seriously, but I don't wanna argue like Nacho does. And - as Darth pointed out - the show is entertaining for 'non-believers' as well.
#1955
Agreed to ProgZmax, I also consider most of the adventures as boring and I only play a few. They need to have a certain 'something': clever puzzles, some action, an original story, interesting sequences.. whatever.. at best a bit of everything. The standard use-tool-with-object thing is rather boring. Well, it's okay and a main part of the adventure-genre, but it just doesn't make a game interesting.

By the way, I'd prefer 'Another World' or 'Heart of Darkness' over Flashback to illustrate an example for a great mix of action and adventure.. and even a movielike feeling. They were great, all thanks to one french guy: Éric Chahi.
#1956
Thanks for the replies.

I'll try around today and see if I can get it to work (though I don't quite understand what you both wrote there...). I'll report back when it works or when I have problems.

Sorry for the late reply, for some strange reason my connection was down for the weekend.
#1957
Just send the compiled-folder. Everything you need to play the game / start the project is in there.
#1958
Uh... I'm relatively new to all the inventory stuff and it's more complicated than I thought.

I have 4 players in my game who can all fight against each other. After a fight the winner can take one item out of the loser's inventory. In the game items don't turn into cursors, you just click them to use or steal them. I wanted to make the steal-thingie via the item's "interact with inventory item"-action. But I need to know whose item it is. If it's the actual player's item an info should pop up, if it's one of the enemy's items then the player should steal it.

Thanks in advance.

PS: If there's a command that can be easily found in the manual... then I didn't find it  ;)
#1959
Quote from: Trent R on Wed 06/05/2009 20:52:31
I assume you can only see one character's inventory at a time, right? In that case, you wouldn't need multiple items (iMush1, iMush2, etc).

No, unfortunately often two of the four inventorys are shown, so I need the variables. In addition it's possible to steal stuff from other players through clicking on an inventory item. But as I said I'm going to only use one single icon for the maximum possible amount of mushrooms and other stuff.

Quote from: Joe Carl on Thu 07/05/2009 19:10:21
Haha. You're right Khris I just typed that since the coins grapihcs may not be 1, 2 or 3 and I'm pretty sure they are not.

If you mean my mushroom graphics: They are indeed consecutive, as I'm trying to always have graphics that are related to each other in a row. Yeah, as you both have said, it can save some lines and some time..
#1960
It's the same that happened when I hosted my last animaion comp and evenwolf won.. but didn't host a new one.

I can understand that joining the competition is too much work for most people but hosting a new one shouldn't be a problem really....

Well, I suggest that someone who has an idea starts a new one since alex hasn't been online for quite a while now.
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