Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Milo87

#1
Sorry to bump this, but I still haven't worked it out and it's been really bugging me D: Can anyone help?
#2
Whoops, I deleted because it wasn't working. Forgot to put it in on here.

I tried this:

Code: ags
if(!GetRoomProperty("Title Screen") && !IsGamePaused() && player.ActiveInventory == null)


Although never having made an interface from scratch, it was just educated guessing.
#3
Dualnames, it is set to true, it's one of the things I checked. Forgot to mention that in my first post.

Here's my run_interface script, which is called in rep_ex:

Code: ags
function run_interface()
{
  int locationType = GetLocationType(mouse.x, mouse.y);
  
  if(!GetRoomProperty("Title Screen") && !IsGamePaused())
  {
    if(GetLocationType(mouse.x, mouse.y) == eLocationHotspot)
    {
      Hotspot *hotspotAtMouse = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
      
      int dir;
    
      if(hotspotAtMouse.GetProperty("Exit"))
      {
        dir = hotspotAtMouse.GetProperty("Exit Direction");
        mouse.Mode = eModeExit;
        mouse.ChangeModeGraphic(eModeExit, 13+dir);
      }
      else
      {
        mouse.Mode = eModeInteract;
      }
    }
  
    else if(locationType == eLocationCharacter) mouse.Mode = eModeTalkto;
 
    else if(locationType == eLocationObject) mouse.Mode = eModePickup;
  
    else if(locationType == eLocationNothing) mouse.Mode = eModeWalkto;
  }
    
  else
  {
    mouse.Mode = eModePointer;
  }

//And some other stuff, not related to the cursor modes

}
#4
I was deeply confused by "banana clip" until the best dictionary in the world (Google image search) helped me out. Now I'm confused as to why they're even mentioned.
#5
Just the other day I had an idea for one of those pretentious art games, so I'm totally in for this :D
#6
Hey forum peeps. For my reboot of Dark Lake, I've implemented a completely custom interface based around the Broken Sword model (ie intelligent cursors). This is all well and good, with liberal use of the rep_ex function, but now I've run into problems with a custom inventory.

When I select an inventory object, the cursor doesn't change to the object in question. Handle Inventory Clicks in Script it set to False, which was the first thing I checked. I looked through the basic game template to see how Inventories are handled, but couldn't find anything useful. I also figured it was something to do with my rep_ex, which repeatedly checks what the cursor is over, and changes to the appropriate mode. I tried (player.ActiveInventory == null) before checking whether to change cursor mode, but no joy.

Can anyone help?
#7
Advanced Technical Forum / Re: Idea
Mon 10/05/2010 01:05:17
This sounds kinda like those Japanese dating sim games from your somewhat vague description :P

Some of those have a mock OS like set up, with email and stuff to and from characters, as well as other locations where you can speak to characters, play minigames and the like.

I guess it wouldn't be too far removed from the more standard adventure game set up so no, it wouldn't be that hard to do. Although like Ryan said you'll have to ask more specific questions about what you're trying to achieve exactly.
#8
This is exactly what I'm looking for! I've been poking about for a module that lets me clamp values for a while now, so cheers :)
#9
You can get around the equation part of it by looking at it logically: Dead center (x = 320) panning would be 0, obviously, and since the values in question are between 0 and 100 each direction, you can work it out like a percentage. 100/320 = 0.3125 so to get the correct pan depending on x location it would be:

pan = -100 + (0.3125 x player.x)

So say the player is at x position 200 (so slightly to the left of the center), the equation would be -100 + (0.3125 x 200) = -37.5

Hope this helps!

Edit: Damn beat me to it!
#10
Ah, wonderful. This should do the trick! Cheers.
#11
At the moment all I have this, pretty simple stuff:

Code: ags

function repeatedly_execute() 
{
  if(GetLocationType(mouse.x, mouse.y) == eLocationHotspot) mouse.Mode = eModeInteract;
  
  else if(GetLocationType(mouse.x, mouse.y) == eLocationCharacter) mouse.Mode = eModeTalkto;
  
  else if(GetLocationType(mouse.x, mouse.y) == eLocationObject) mouse.Mode = eModePickup;
  
  else if(GetLocationType(mouse.x, mouse.y) == eLocationNothing)
  {
    mouse.Mode = eModeWalkto;
    ObjectName.Visible = false;
  }
  
  if(GetLocationType(mouse.x, mouse.y) != eLocationNothing) ObjectName.Visible = true;
  
  ObjectLabel.Text = Game.GetLocationName(mouse.x, mouse.y);
  ObjectName.SetPosition(mouse.x, mouse.y);
}


The way I figured was instead of the mouse.Mode = eModeBlahBlah, setting the mouse mode to the custom property of the hotspot/object/character. Except obviously that's irrelevant since you can't change the properties. I guess another way would be to set the mode according to a variable contained in the hotspot/object/character's code, if that's even possible.

The downside I see with the second option you suggested is that you'd need to code in every conditional statement "if x is y return mouseMode" in the game. A more streamlined solution would be to write a changeDefault() function that can be called with a specific target in mind at points in the script where required. So in the example with the theodolite, after you've got rid of the surveyor, call changeDefault(oTheodolite, eModePickUp).
#12
Advanced Technical Forum / 2 Button Interface
Mon 26/04/2010 16:29:11
I've been working on the interface for my reboot of Dark Lake, and I've got a fairly basic system up and running already. It's based on Revolution's interface (BASS, Broken Sword 1 & 2, etc...).

At the moment each different type of interaction changes the cursor to a default action: Pick up objects, interact with hotspots and talk to people, whilst the right mouse button looks at whatever. However, I'd like to make it slightly more advanced so the default interaction can be changed at runtime like the theodolite in BS 2, where only after distracting the surveyor guy can you pick it up rather than interact with it. I looked into custom properties but they can't be changed at runtime currently, if ever.

Anyone got any suggestions?
#13
Hey community!

Those of you who were around in '07 may remember my project Welcome to Dark Lake. I thought it was a promising project and there was plenty of interest in the forums, but due to more important things like college getting in the way it slipped into the realms of development hell.

Well, summer is coming and with my months off Uni (the college work paid off it seems) I want to restart the project. I had a look at it a few days ago and was deeply shocked at how terrible my programming was, so I'm starting from scratch.

Also I went on a classic adventure game bender and read a book on Lucasarts which in no way helped matters x)
#14
Hmm, length wise, I'm not too sure. I'd said on the medium side of short. It was my intention to make a short series of shorter games rather than attempt a huge long one straight off. I've had a couple of friends alpha-test it and they took about an hour max to complete it. Hope no one is disappointed by the length it ends up being!  :-[
#15
Thanks for the feedback :)

I've got a friend making the music for WtDL, now. It's all mp3 quality, too!
Talking portraits is an interesting idea, actually... I contemplated it right back at the start, but decided against it. Knowing it would be appreciated I might return to the idea :)
The BASS interface has always been one of my favourites; I'm glad you think it's good, too :D
#16
Nope, you have to find a way to get to other places in the elevator :)

And yeah, I'll fix the whole folders thing when I release the full game. I keep forgetting it does that XD

Thanks for the feedback!
#17
Just to stop this thread from dropping off the edge of the world, I thought I'd drop by and say that Dark Lake is still in production, just at a much slower pace than before.

There's not really a lot left to go, but what with college work and such I haven't had the time to work on it much.

Anyway, I've updated the production diary once again.

Thanks for reading

- Milo87
#18
Ah, I was wondering if that was going to come up.
Don't worry, Dark Lake is still being made, in fact it's almost finished. But at the moment I'm coming towards the end of a lot of college deadlines, and this graphics project is taking up a lot of my time.
Dark Lake will be out at some point in the near future, though :)
#19
Quote from: Da_Elf on Wed 07/03/2007 20:18:02
that was A4? isnt A4 a little larger than 8.5x11? the lines look a little thicker than i would have expected. ah well. a nice drawing pad size would be great i guess. but i guess the question is how big is your scanner? Ive been enjoying a wacom tablet recently but it sure doesnt beat pencil on paper

I've never really got the hang of tablets, but I guess that's a just a question of practice. We've got an A4 scanner, but stitching two A4 scans together isn't that hard in Photoshop. I traced the lines in Photoshop at I think 3px, so they are a little thick. I may trace the lines before scaling the room down to 320x240 resolution, since an A4 scan at 300dpi is massive. That would lead to thinner lines.

Oh, and to match the aspect ratio of the scaled room, I draw them in a 9x5 inch rectangle (not including the blank space for the GUI). Obviously that could easily be an 18x10 rectangle if I drew at A3 size :)
#20
Oh right, I've seen that before, but never thought it was used for the outlines. Thanks a lot, Ashen :D
SMF spam blocked by CleanTalk