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Messages - Matti

#321
I'm using a workaround too. Using your example it would be:

Code: ags
lblDescription.Text = Game.GetLocationName(mouse.x, mouse.y);

if (lblDescription.Text == oBust.Name && oBust.Graphic == 101) lblDescription.Text = "Greek Bust";
// ..the "normal" description of oBust being "Mysterious Object"


It would indeed be a very convenient feature to change the descriptions at runtime.
#322
I'm using one of those pixel cups (I removed the outline and the blue square in the back) and I'm loving it  :)

[imgzoom]http://ags.pics/ci0Z.png[/imgzoom]
#323
Your brackets are all over the place, that may give you an error. But I think you could do this simpler anyway.

Create a look at-function for your item (in the event section of the item's property pane). Then put the changeroom command in there.
Code: ags

function iClue1_Look()
{
  cChristian.ChangeRoom (11);
}


Then, in room 11's code (or some GUI or whatever handles the message) you could put
Code: ags

cChristian.ChangeRoom(cChristian.PreviousRoom);


You would only need to store the character's coordinates if they actually change (i.e. if cChristian is walking around in room 11);

But I think what you're trying to achieve is just that a message (a clou) appears when the player looks at the item. In that case you don't need to change the room at all. All you'd need would be a GUI that appears on screen. Or is there something else happening in room 11 that could not be done in the room the player is in when looking at the item?
#324
Quote from: abstauber on Fri 18/10/2019 08:36:22
@eerio
Wow, your pixel art approach to the blue cup from Github is just plain amazing.

Agreed, I really like that cup! I'm one of those who don't like the current AGS icon  ;)
#325
Olleh, you don't get it, do you? The problem isn't your "bad choice of words", it's the content of your words. Of course it's offensive.
#326
Thanks for that!
#327
Doesn't HiDPI just mean that a small screen can have a high resolution? What do you mean by support?
#328
AGS Games in Production / Re: Tardigrades ©
Sat 21/09/2019 02:19:44
+1
#329
AGS Games in Production / Re: The Witch House
Thu 12/09/2019 15:20:09
Take your time! I'm gladly waiting if that means mor features/encounters and better balancing  :)
#330
This looks really good. I agree with Cassiebsg though that everything is a bit oversized for that sprite.

The image is oversized too ;) Maybe you should upload it in a smaller resolution. A comparison picture of the original would be cool too.
#331
Quote from: Gurok on Fri 06/09/2019 08:38:07
I'm actually glad that discussions with Jack make people like Ali feel uncomfortable.

Me too, because if that bullshit wouldn't make people uncomfortable, all hope would be lost.
#332
If it's always just one frame you want the object to proceed to, wouldn't it be easier to just change the object's sprite number directly using Object.Graphic ?
#333
General Discussion / Re: the blender 3D thread
Wed 28/08/2019 09:22:33
Really nice work, Darth!
#334
Looks good! I like the animation and all the details in the backgrounds  :)
#335
Interesting! I had fun trying out the demo  :)
#336
I'm glad to be of help  :)

Btw, it would be convenient if you put a [SOLVED] in your thread's titles so that people know that there's no need for help anymore.
#337
The help file entry on InventoryQuantity says: "If you change this array directly, the on-screen inventory will not be updated. In this case, you must call UpdateInventory to see any new or removed items."

That might be the problem.
#338
Hm.. I thought I did that, but I'll try again  ;)
#339
Hey. Sorry for getting back so late  ;)

I played for a while and I like it. It's a lot of "running" around and I'm still struggling with the level design (remembering where the doors are and where they're leading, where the levers are etc.) Right now I'm a bit stuck:
Spoiler
I got the key from the coat but don't know what it opens.
[close]

The game mechanics work well and the graphics too. I think it has quite some potential and I'll continue the demo soon.
#340
You need one float value after FloatToInt, right now you have a float and an integer value there.
So instead of
Code: ags
FloatToInt(oEPS.X + (EPS_Width/4)

it should be
Code: ags
oEPS.X + FloatToInt(EPS_Width/4)


I don't really get why you want to use floats anyway, what is the purpose? Like eri0o just wrote: The mouse can't have a position between two pixels, it's just one exact pixel position.
Also, I don't get why you bring in EPS_Width in lines 11 and 12, shouldn't you only check for EPS_Height there?

If I'm not mistaken about what you're trying to accomplish, then this should work:

Code: ags

    if (EmotionsSwitch) {
      if (mouse.x >= oEPS.X + oEPS.Width/4) {
        if (mouse.x <= oEPS.X + oEPS.Width - oEPS.Width/4) {
          if (mouse.y >= oEPS.Y - oEPS.Height + oEPS.Height/4) {
            if (mouse.y <= oEPS.Y - oEPS.Width/4) {
              Display("cowemotions true at %d, %d", oEPS.X, oEPS.Y);
              ThreeCowEmotions=true;
              EmotionsSwitch=false;
            }
          }
        }
      }
    }


EDIT:

In my understanding what bx83 is trying to achieve is this: There's an object (green) and something should happen when the players clicks the middle part of it (yellow, 1/4 height and width from the sides):

[imgzoom]http://ags.pics/D6rj.png[/imgzoom]
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