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Messages - Matti

#301
Nice work indeed!

I agree that you should use a different resolution (and that the graphics are beautiful  :)).

@ Slasher: There is a quit button in the menu.
#302
I haven't followed this thread closely, but I'm not sure about this:

Code: ags
void CheckRoomBackground()
{
  if ((intHour<6)||(intHour>=19 && intMinute>=1)) SetBackgroundFrame(0); // Night Background
  else if (intHour==6 && intMinute==0) SetBackgroundFrame(1); // Dawn Background
  else if (intHour>=6) SetBackgroundFrame(2); // Day Backgrund
  else if (intHour==19 && intMinute==0) SetBackgroundFrame(3); // Sunset Background
} 


I don't really get it, but the last "else if" will never be called.
#303
Ha. I never noticed that behavior, because I never tried  :-D. But now that you mentioned it I'm very much interested in an answer too.
#305
It looks great!  :)
#306
AGS Games in Production / Re: The Witch House
Thu 02/01/2020 11:15:29
Beautiful gifs  :)
#307
Site & Forum Reports / Re: Site down?
Wed 25/12/2019 03:19:45
Seems to be working fine now, for me.

EDIT: No, not really  :(
#308
Site & Forum Reports / Re: Site down?
Mon 23/12/2019 23:34:35
I still have problems loading the site.
#309
General Discussion / Re: Ahoy there!
Sat 21/12/2019 15:49:48
Ahoy Snake, and welcome back!  :)
#310
You could reserve a consecutive number of views for the different outfits and different gender, and use numbers instead of names (e.g. male views = 10-19, female views = 20-29). You should also keep track of things like gender with a variable, unless it really doesn't matter throughout the game and the only difference is the appearance of the character.

Code: ags

bool gender = 0;
int outfit = 10;

function Male_OnClick(GUIControl *control, MouseButton button)
{
  gender = 0;
  player.ChangeView (10);
}

function Female_OnClick(GUIControl *control, MouseButton button)
{
  gender = 1;
  player.ChangeView (20);
}

function NextOutfit_OnClick(GUIControl *control, MouseButton button)
{
  if (gender == 0)
  {
    if (outfit < 19) outfit ++;
    else outfit = 10;
  }
  else if (gender == 1)
  {
    if (outfit < 29) outfit ++;
    else outfit = 20;
  }
  player.changeview(outfit);
}
#311
What I meant is this:



vs



I solved the issue using another font and a different lines spacing. The font's height was quite high.

Still, there's some space left at the top of the screen. I guess that's because of the default GUI bar in AGS.
#312
Great work! Thanks everyone  :)
#313
I realized that if a character's y-value is rather low (maybe 1/3 or 1/2 of the screen), the speech text is written lower than usual. Usually if the text doesn't exceed 3 lines it's shown above the character, but sometimes the lines are written all over the character. So it seems that the speech text has a boundary in screen height and cannot be displayed at the top of the screen. Is this correct? Is there a way to change that?
#314
Congrats, abstauber, I really like your background! I forgot to vote though  (roll)
#315
You only need to put the function once in the global script. I forgot to mention though that you need to put
Code: ags
import function CombineClues();
at the top of the global script's header.

Quote from: Zephyr on Wed 04/12/2019 12:12:21
So next I went with Cassiebsg's suggestion, but it keeps telling me there's a ( missing in the "if" line.  I copy/pasted it just as you had it, so I have no idea what I've gone and done now!

Yes, everything after the IF should be enclosed by (). But that line wouldn't work anyway because you can only have one item after .HasInventory. It should look like in my code above.
#316
If you don't want to copy-paste those lines for every clue you can create a function in the global script instead:

Edit: I think you can't batch HasInventory either..

Code: ags

function CombineClues()
{
  if (cChristian.HasInventory(iClue1) && cChristian.HasInventory(iClue2) && cChristian.HasInventory(iClue3) && cChristian.HasInventory(iClue4) && cChristian.HasInventory(iClue5))
  {
    cChristian.LoseInventory(iClue1); 
    cChristian.LoseInventory(iClue2); 
    cChristian.LoseInventory(iClue3); 
    cChristian.LoseInventory(iClue4); 
    cChristian.LoseInventory(iClue5); 
    cChristian.AddInventory(iWholeClue);
  }
}


And then you just need to put this line everywhere you get a new clue:
Code: ags

CombineClues();
#318
Could you update the link again?
#319
AGS Games in Production / Re: SALARYMAN
Fri 01/11/2019 15:38:41
fun video  :)
#320
This looks very nice! Good luck with the development.
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