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Topics - Nixxon

#21
Hey Guys,

Thought you might appreciate this :)

https://www.youtube.com/watch?v=rgH5MskGZcY
#22
EDIT[SOLVED] = Retyped my dialogue and it's appearing as normal now in-game. Happy I hadn't typed too much of the script prior to importing the font. Still kinda strange though.

Hey gang,

I'm making a game in 640x400. The default fonts were very "blocky" so to speak, and quite small on-screen.

I've imported a couple of TTF fonts (Arial, verdana) etc. at size 16. They work great, however, whenever I have a "..." it turns into a weird square.

Wondering what I'm doing wrong?

Even with the auto outline they look great, bar the aforementioned issue.

#23
Hi Guys,

Running this script in one of my rooms (see below), It checks if they player has a certain amount of pebbles using Global int functions and adds to the players inventory accordingly.

The code works fine. However, it's very slow. So for instance, when we Add Inventory (iPebble3), it takes a few seconds (roughly 5) for (iPebble2) to be removed from the inventory. I was to understand that the repeatedly execute code ran 40 times per second. Anyway I can speed this up??

----------------------------------------------------------------------------------------------------------
function Pebbles_Interact()
{
pebblecount += 1;
cEgo.Walk (500,  330,  1);
}

function repeatedly_execute_always()
{
if (pebblecount == 1)
cEgo.AddInventory(iPebble);
if (pebblecount == 2)
cEgo.AddInventory(iPebble2);
if (pebblecount == 3)
cEgo.AddInventory(iPebble3);
if (pebblecount == 2)
cEgo.LoseInventory(iPebble);
if (pebblecount == 3)
cEgo.LoseInventory(iPebble2);
}
#24
Hi Guys,

Just trying to get my cursor mode/graphic to change when the mouse is hovering over an object, I can do this for hotspots quite easily using the code below, I'm thinking there is a different method to do this when hovering over objects?

function hHotspot7_MouseMove()
{
mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModecursedown;
mouse.UseModeGraphic(eModecursedown);

How would I apply the above principle/code to an object instead?

Any help would be GREATLY appreciated!

#25
Hey guys,

This a weird one... some clickable GUIs seem to be breaking the right click verb inventory function.

eg. I have a Gui that shows up in a certain room, which when click on... moves the player to a different room -

function gExitoutside_OnClic(GUI *theGui, MouseButton button)
{
player.ChangeRoom(1, 303, 153);
}

Works great. However, after doing this in game, the right click inventory function no longer works in my game.

I have a near exact gui button in another room and this doesn't seem to effect the inventory at all.

As follows -

function gExit2_OnClic(GUI *theGui, MouseButton button)
{
player.ChangeRoom(2, 150, 170);
}

The above function doesnt kill the right click inventory at all. Perplexed!


UPDATE: Doesn't seem to be clicking the ui's that's doing it. It's entering the rooms with the additional UI.


function room_Load()
{
gExitoutside.Visible = true;
}

function room_Leave()
{
gExitoutside.Visible = false;
}


Why would above effect the inventory?
#26
Hey guys,

Just need to change my mouse mode and graphic with the following code - mouse.ChangeModeGraphic(eModePointer, 7);

I can do this for hotspots as it allows me in the properties pane. Can I implement this same code for pointer over an object?

If so how?

Any help would be greatly appreciated.
#27
Before I start, I spent a good part of last night hunting for a solution to this. Most of the old threads I dug up didn't seem relevant.

Though it would seem to me like a pretty common query. Appreciated in advance.

I'd like to my mouse cursor to change mode whilst it's hovering over a GUI that is 'always on'. (I have the code for this, too easy).

To implement it...

I can run a repeatedly execute to do this for a mouse x, y pos. However quite a few of my backgrounds are scrolling, so the X co'ord changes :(

I've also tried drawing a hotspot on the room and have the cursor change whilst over the hotspot. Once again, doesn't work properly with a scrolling background.

I know I'm missing something incredibly simple here.


Cheers,

Nick
#28
Hi Guys -

two relatively simple questions.

Question 1

How do I specify a SPECIFIC inventory item used on the object? As it stands I can use ANY inventory item on the objects to gain the desired effect :(

I tried putting the inventory ID/script name inside the brackets after UseInv with no success.


function screw1_UseInv()
{
aMetal_Decay.Play();
object[1].Visible = false;
GiveScore(1);
}

function screw2_UseInv()
{
aMetal_Decay.Play();
object[2].Visible = false;
GiveScore(1);
}

function screw3_UseInv()
{
aMetal_Decay.Play();
object[3].Visible = false;
GiveScore(1);
}

function screw4_UseInv()
{
aMetal_Decay.Play();
object[4].Visible = false;
GiveScore(1);
}


Question 2.

Re the script above. Once the player interacts with each object I'd like another object to appear on screen.

As you can see each object is set to false when they're interacted with. Do I use a repeatedly execute function of some sort? Like if Object 1,2,3,4 = false. Then object 5 = true?


I'm getting there....

Really appreciate the help.
#29
A real simple one from a dummy.

The player 'interacts' with a hotspot (which then gives him a score). easy.

However - I only want this to happen the FIRST time the player 'interacts' with the hotspot.

I'd rather not turn the hotspot OFF after it is clicked... as i'd still like to keep the mouse-over ID.


- the script -

function Bush_Interact()
{
CLIF.Walk(760, 460,  eBlock,  eAnywhere);
object[0].Visible = true;
GiveScore(2);

}

Much appreciated :)
#31
Heya,
Just a lil' quiry about the use of AVI's in ags. I've noticed AGS tends to define the edges of MY divx, giving it a very sharp and scartchy look. Where as when played in media player, the quality of the avi remains smooth and blended.
Doubting there's a way around this, I cry myself to sleep on a regular basis. However if anyone can sudgest a route to victory, I'd be eternaly greatfull.
Thanks a lot :D
- Nixxon
#32
*Nixxon begs CJ to implement 256 colour "setup.ico" support in the next beta*

Edit by strazer:

Tracker entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=153
#33
Howdy :)
I'm having trouble getting my EGO to speak after he reaches a certain location. I've tried a number of methods to no avail. Here's what seems to be the best possible sollution i could think of.

// script for room: Repeatedly execute
GetCharacterAt(220, 200);
if(GetCharacterAt(220, 200) == 1) {
DisplaySpeech (EGO, "Well lick my pouch and call me a peasant");
}  

But no cigar? And clues? Thankis :D  8)
#34
Critics' Lounge / Web shite design :-*
Mon 23/02/2004 18:17:56
Hey all,
Just finished a web site for a band I know and would like some comments on the layout graphics etc. They're pretty happy with it but alas I'm not sure how it would fetch reguarding a proffesional job (ie if i were payed, lol). Non of the links currently work so don't be too concearned about that.
Tell us what you think, any suggestions reguarding improvement would be greatly appecited :D
www.22links.com
#35
Hail :)
I'm having a problem playing background mp3 music when player speech is activated. At first i figured running mp3 music as well as mp3 voice files at the same time may be impossible due to the lack of channels on my sound card. So i changed all the voice files to wav and rebuilt the vox file (at a huge size increase :() low and behold i STILL can't play bg music in rooms that contain speech ???
Any suggestions? Cheers guys  :)

EDIT - s'ok :P when i put playmusic in the before fade in function it worked, along with the voices... all in wonderfull sweet sweet compressed mp3 glory (soon to be ogg).
Also, noticed the bg music's volume will lower sublty when speech is playing, thought that was kinda cool :) ;)
#36
Heya, quick question...
Recently got my supple hands on ScummVM, 'OH GOD the wonder of it all'.
Was just wondering if there is an equivilant programme for running the sierra classics?
Cheerarse  

EDIT - wooop shit... just realized i was in gen, please move this to adventure talk and chat all mighty authoritarian
#37
IbeX brings you on a silver platter

(platter may indeed contain traces of urine)

Jimmy Jam ? Mischievous Days, Menacing Nights
Chapter 1 ? Weapons of mass defecation



You play as nine year old Jimmy (image above), the epitome of evil? well not quite but an arrogant little shit for sure. Notorious for wreaking havoc amongst his home town of Firmwood, Jimmy hosts a mass array of elaborate pranks, mischievous demeanors and inhumane violations upon citizens far and abroad.
However, the sheer audacity of his immoral activities is up to you.
A unique non-linear puzzle structure allows the player to solve countless situations in many dissimilar ways, all the while immersed in an enveloping, highly entertaining story. Will you be wicked or just plain evil?
The choice is yours? or is it?
Yes, yes it is?

Features
-Ã, Ã, Ã, 800x600 32bit backgrounds
-Ã, Ã, Ã, Onslaught of wacky cartoon characters
-Ã, Ã, Ã, Completely animated AVI cut scenes
-Ã, Ã, Ã, Studio recorded voices
-Ã, Ã, Ã, MP3 soundtrack
-Ã, Ã, Ã, Non-linear puzzle structure
-Ã, Ã, Ã, Sinful humor
-Ã, Ã, Ã, Evil connotations? mwoohaha? err

Warning: 18+
Contains -
High-Intense levels of violence
Apocalyptic profanity
3rd rate drug use
pixelicious nudity


(Here?s a 'work in progress' shot taken from the entirely animated title/intro movie)

Already bordering the legitimate medical classification of mental instability I plan to hoist my work load up a notch to bring you what I hope to be one of the funniest, best looking and sensually endearing AGS games to date. I?ll keep this thread updated regularly with progress reports and profane gestures, so keep yours eyes closed, your mouths open, all limbs inside the vehicle and enjoy the ride. Ã, ;D

UPDATE - New Screenie.



Another incomplete one to gander at, I've been having a horde of consistancy problems lately. A lot is in need of revamping, hence delays are imminent. Stay tooned though as I promise to have this baby out asap.
#39
OMG hyper ventilating (and left somewhat illiterate from the shock)


New Leisure Suit Larry plot laid out
By Tor Thorsen, GameSpot US
 
VU Games will publish the new bawdy comedy game about Larry's nephew's lovelorn life in college.

Two weeks ago, word leaked out that another Leisure Suit Larry was in the works. Today, VU Games revealed today that it would be publishing the title, Leisure Suit Larry: Magna Cum Laude, and revealed some details about the new game's plot.

Whereas the original series follows Larry Laffer, a full-grown ne'er-do-well who engages in a series of randy misadventures, Magna Cum Laude will pass the torch to his nephew, Larry Lovage. Developed by High Voltage Software, the game will follow the new Larry as he goes from an unknown Community College student to a minor celebrity on a reality-TV dating show. Along the way, the story will weave through all the usual dorm rooms, keg parties, and night clubs essential to any amorously inclined college student's lifestyle.

Unlike its PC-only predecessors, Leisure Suit Larry: Magna Cum Laude will also be available on Xbox and PlayStation 2. All three titles have a tentative release date of Q3 2004.

pics here - http://www.shacknews.com/screens.x/lsl_mcl/

YAY, this calls for cocaine!!
Doubt al lowe has touched the project however :(
#40
Hi :)
Just wondering if a lsl7 gui style was currently possible?
If so, what's the most simplistic way to make one? is there a template already available?
Thanks a lot,
very much appreciated :)
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