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Messages - Matti

#421
Quote from: cdavenport on Sun 06/05/2018 15:15:46
Quote from: Matti on Sun 06/05/2018 12:44:03
You could also create a listbox and use AddItem / RemoveItem whenever a quest starts or ends. Then make an extra text label for the quest description.

Thanks for the help, I've been looking at doing it as a listbox and have a very simple sample done, but how would you go about making a text label for the quest description and have it displayed under the AddItem? So far I can create/remove simple entries but knowing how to add a text description label would be nice. I'll Keep looking into it.

Just create a text label under or next to the list. One way to set the description for the currently selected quest would be to check the item name and set the label text accordingly. Something like this should work:
Code: ags

if (Listbox.Items[Listbox.SelectedIndex] == "Return the gold")
{
  Label.Text = "Find the entrance to the sewers and the rat hideout, then take the gold and bring it back.";
}

Replace Listbox and Label with the actual GUI names and do this for every quest there is (you don't need the {}, you could write this in one line).

I can't test this right now. Also this might not be the most elegant way to do it and you have to make sure that the quest names are correct.
#422
You could also create a listbox and use AddItem / RemoveItem whenever a quest starts or ends. Then make an extra text label for the quest description.
#423
Normally I'm not so much into detective games, but I must say, this sounds quite exciting! Quite ambitious too. I really like the idea of following wrong clues and making (bad) choices that alter story and character reactions while still being able to progress through the game.

Good luck with the development :)
#424
I agree with the points Darth made. And to combine the first and second point: If there were dream sequences (or something similar), those could use the mentioned "noise-speckles".

Nice work, looking forward to an update.. and hopefully a game :)
#425
Lovely! I really like the colors.
#426
Thanks, and congrats to all :)
#427
Normally you would just move the viewport to accomplish this. Did you try if that results in flickering?
#428
AGS Games in Production / Re: Feria d'Arles
Fri 09/03/2018 13:13:17
Quote from: Kini on Fri 09/03/2018 06:39:43
I hate bullfighting, but I LOVE the look of this!

+1!
#429
1. Rocchinator
2. Tabata
3. Blondbraid
#430
Some eerie forest:

[imgzoom]https://i.imgur.com/JwHLD5b.png[/imgzoom]

I wanted to do pure pixel art, but then I thought the fog would be a nice touch ;)
#431
Maybe you're looking for All the magical things by Gepard.
#432
Maybe we should just start voting? I've send a message to funkpanzer a few days ago but he hasn't answered yet.
#433
That is some crazy bridge!

At least the strings seem a little off.
#434
I haven't checked your test game but can't you just check the mouse click on the hotspot manually like this:

Code: ags

if (mouse.IsButtonDown(eMouseLeft)) // or right
{
  if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hSomething)
  {
    // Do stuff
  }
}


This should ignore the object in front of the hotspot.
#435
I tested this for about 10 minutes and it seems to be working fine. This would indeed be a very convenient improvement to the editor!
#436
This looks quite epic! :shocked:

Keep up the good work!
#437
Those flying beasts sure look creepy! Nicely animated too.
#438
You're setting font 2 as an outline font, so maybe that causes the two lines of speech? I've never used that before, but maybe the font sizes are too different?

If you set OutlineFont to 0 and OutlineStyle to automatic, is there still no outline? Works for me all the time.
#439
The detailed drawings in the report of an expedition that went to the mysterious island of partial gigantism inspired one of the sculptors to dedicate his statue to the sceptic bighead eagle. It's made from gypsum and colored only with natural dyes native to that very island. It shall be a perfect addition to the Queen's royal garden.

[imgzoom]https://i.imgur.com/v4OaS0b.png[/imgzoom]
#440
Create a global variable (int hotspotclick = 0) and do something like this:

Code: ags

// any click on hotspot:
hotspotclick = hotspotname.ID
player.Walk(mouse.x, mouse.y);

// stands on hotspot:
if (hotspotclick == hotspotname.ID)
{
  hotspotclick = 0;
  player.Changeroom();
}
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