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Topics - Mr_Threepwood

#21
I recently started AGS and after a bit of initial mucking around I decided to get started on a first game, which of course wont have many special features but would be good as a way to learn AGS.Ã,  I really despise the sierra style GUI so as a first step to my game I decided to try and make a Lucas arts style one, unfortuanetly I have some scripting errors and some logic problems.

First I got the gui layed out, then i tested by making functions such as walk, talk and stuff to set the cursor accordingly.Ã,  However then I realized that wouldnt work if I wanted the status label to change each time I did something like that, so instead I made them run scripts, here is an example.

walk button is named btnWalk, label is named lblStatus

Code: ags

#sectionstart btnWalk_Click
function btnWalk_click(){
Ã,  mouse.Mode=eModeWalkto;
	lblStatus.SetText ("Walk to");

}
#sectionend btnWalk_Click


as of now that does absolutely nothingÃ,  :(.

I would like to know how to make that work.

Another thing I've thought about is this, am I even going about making the status label the right way in the scripts?Ã,  Later on when I want to make the label update when it goes over hotspots and such how will i do this, will it need to be in the repeatedly execute method?

Also with the cursors, If I dont want the cursor to actually change icons do i still need to do the change cursor thing?Ã,  I'm wondering because I will have a lucasarts animated style crosshair, so every time I change the cursor will it reset the animation (thus making it look as if the cursor blinks)?

Im very confused right now with how to make the label work, any help would be appreciated.

/edit Also I was wondering what exactly does the #sectionstart and #sectionend do in the code, what does it tell the comptuer?
#22
General Discussion / I need more music!
Thu 29/09/2005 04:17:56
I need some new music to listen to, I was wondering if anyone could reccomend anything?

I like metal, rock, acid, glitchcore/breakcore, and acid music

However I hate metal/rock music where the guys are just screaming, or ones where they are trying to have some anti war/peace message (IE System of a down, disturbed).


I dont wanna get a flame war started here about System of a down or disturbed however, SA has enough of that :).  Anyhow can someone reccomend an artist?
#23
Ok here's my basic problem.Ã,  I've made a topic that consists of five options, one of which I dont want to display unless the user has a certain inventory item, #3 in my case.Ã,  Here's what the dialog script looks like

Code: ags

// dialog script file
@SÃ,  // dialog startup entry point
EGO: "Hello";
MERC: "Welcome";
option-off 4
return
@1Ã,  // option 1
MERC: "I'm a man of the wilderness";
return
@2Ã,  // option 2
MERC: "Hunt for things to give to me, perhaps we can make a deal";
return
@3Ã,  // option 3
MERC: "If you find an item I may trade you."
return
@4Ã,  // option 4
MERC: "Lets trade, take this"
@5Ã,  // option 5
MERC: "Bye";
stop



Notice how i disabled option 4, that works but I'm thinking it will reset every time I enter the conversation.Ã,  The big problem though is there doesnt seem to be a way to check the players inventory within dialog scripts.Ã,  The only solution I can see to this would be to make 2 topics which are almost identical, except for topic 2 has one more option.Ã,  You run topic 2 if the player does have the item and 1 if they dont.Ã,  This seems incedibly inefficient however, so I was wondering if I've got the wrong spin on how to execute conversations which change depending on game events.

Basicly I want one option to be available only if the player has a certain item in his inventory.


ps.Ã,  After you click the new option button is there a way to get rid of the blank space if you dont need it?Ã,  Its a pain because every time i edit my dialog script i have to delete the @6 thing.


-edit opps, I want them to first have to do option 3, and have the item before option 4 will appear.
#24
Im trying to get my character to say different things depending on when he looks at the hotspot, a tree in this case.

Code: ags

sectionstart hotspot1_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
Ã,  // script for Hotspot 1 (tree): Look at hotspot

int x=1;

if (x==1){
Character[EGO].Say("Its a tree");


x+=1
}else if(x==2){
Character[EGO].Say("I think I can see something in the tree");
x+=1
}else if (x==3){
Character[EGO].Say("Maybe i should try to get it...");
x+=1
}else if (x>3){
Character[EGO].Say("Try USING the tree, ffs");
}
}


also this isnt working

Code: ags

Object[0].Visible=true;  


I cant figure out why, I did what was in the help file.
and it says variableÃ,  '[' is already defined, what am I doing wrong?
#25
General Discussion / AGS games on windows ME
Sat 28/08/2004 01:59:45
Hi, i have 2 computers (one at each parents house), and on this one I have windows ME.Ã,  I was wondering why ags games run so poorly on my computer, its 1ghz and 312 ram so why can i not play 7 days a sceptic, 5 days a stranger, etc on this computer?Ã,  When i try to run the game it pauses every 3 seconds and continues doing this.Ã,  Is this normal for everyone with windows me or is my computer just weird?

edit    Ive figured out the source of the problem, it is the sound, every time it trys to play a sound ti freezes up, when i turned sound off it worked normal, why would sound freeze it?
#26
General Discussion / Free memory tester
Thu 22/07/2004 15:13:03
Hi I keep getting an error in warcraft 3 that says the memory can't be read, ive found the solutions and one of them is to test your computer memory.  The problem now is how do I do this?  Does anyone know of a free memory tester that works well?  All ive been able to find are these mem tester machines that cost thousands, i just want a free program.

BTW when it says memory cant be read is it more likely the comptuer memory or the video card memory?
#27
I recently had a power surge.  My internet didnt work for like 10 mins until i unpluged and pluged it back in.  Is there any chance that damage was dont to my computer?  I have a power surgge compliant powerbar which my comp is plugged in to, and a good power supply is in my computer, if so how can i tell what happened.
#28
When I made my character I left 2 pixels on either side of the character in the save file.  Ive added them into my game but now I am wondering if I should not have left any extra pixels.  Will that cause weird things to happed, such as him triggering an event when it doesnt look like hes really on it?  Or does ags nullify the white surrounding when you import a character?
#29
General Discussion / Commercial games?
Thu 15/07/2004 01:56:59
Does anyone actually make commercial games and sell them?  If so who is buying these things?  I love adventure games with a passion but I cant justify spending money on a game based on 1992 technology, no matter how good it is.
#30
I recently got a new custom made computer and if i run it for a long time i will notice a burning smell that lasts for about 5 mins then goes away.Ã,  Is this normal for new computers (its about 2 weeks use now)?Ã,  Ã, It has tons of fans in it and the cpu temperature never exceeds 43 degrees celcius.

My monitor is old and crappy, and im makking it run high res games.  I felt the monitor when i smelled the burning and it was VERY hot, could it have beeen the monitor or more likely the comp?
#31
I have a walk in front of area problem.  Too bad i cant attach an image to really show the problem, but ill try to explain.  Ok i have a room with a cage in it that the character starts in.  The cage looks like a cube, where the front is facing the user, and the side kind of looks like a side of a cube, to give it a 3d effect sort of.  I made the walkable areas at the start confined to the cage, and then made the cage bars so that they appear in front of the character, and setting the baseline to the bottom of the cage.  The problem occurs later on when the character gets out of the cage, the problem happens with the side of the cage, it looks like the character is behind the cage even though they are out of it.  This occurs because the baseline is not high enough for the side bars, but if i move the baseline it will make it look like the characters feet are not in the cage, when they are supposed to be in it.  Is there anyway to curve the baseline for the walk in front of areas?  Or any other solution.  If not then I can always make my cage nook flat 2d, but this would look a lot better if there is a solution.

P.S. If there is any way to attach an image please tell me, so i can easily illustrate the problem.
#32
General Discussion / rar files
Mon 28/06/2004 16:26:51
how do i extract these babies?  I looked around for a rar extractor but winrar, winace, and winzip have to be purchased, and I dont wanna pay for extracting a couple of files, so what do i do to extract these?
#33
Hello, I am new to these forums aswell as to adventure game studio.  I have been working through the begginers tutorials and I have come across a problem that I cant seem to find the answer to.  It seems that I cant put an "if" statement in dialog script, which i want because i want to have a dialog option hidden until the character has a certain inventory item, in my case it the item is inventury item #3.  I put this in the dialog:

#
// dialog script file
@S  // dialog startup entry point
if (player.inv[3]==1){
  option-on 1
  }
return
@1  // option 1
VENDOR: "Hmm lemme see that, ok sure you can have a hotdog but you have to give me the poster"
stop
@2  // option 2
VENDOR: "Have a nice day."
stop

the only problem is that if statements do not work in dialog script, so i can not run the game with this is.  So how do you make it check for an inventory item and then show a dialog option if the item is present?
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