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Messages - Nixxon

#181
Think I've cracked this....

Works OK so far. However, is there a way to make the mouse resume the previous mouse mode if nothing is clicked or selected?

This would be GOLD.
#182
Sorry guys,

Is there a specific place to paste the bool line of code?
#183
Lol, somewhat!
#184
Never mind, there was a transparent UI initially on, I thought i'd checked them all but obviously not. Christ I'm a dope.

Really sorry....
#185
Quote from: Snarky on Thu 22/10/2015 10:10:15
I would start by trying to run the game in windowed mode and see if the problem persists.

I always run it in windowed mode. I have also tried the following thus far -
changed direct3d9 to directdraw5
different filters (x2, original etc), full-screen & windowed.
enabled/Disabled side/top boarders
run as administrator (though this happens within previewing in the engine too).
increased game cache to 50mb

Still persists :( :(

EDIT - Tried on fresh PC in the house, i'm heartbroken.......
#186
That's interesting Snarky. I might try another PC and post back.
#187
This is the most bizarre issue and is driving me crazy.

My game seems to not register any clicks or even cycles cursor modes when the mouse is within the top left corner of the screen. (it like the top left quarter of the screen to be precise). Not sure how I've never noticed this but seems to be prevalent in all of my existing builds.

I've checked all of the Gui's and there doesn't seem to be anything existing that could prevent this.

It happens in all rooms.

Pulling my hair out as this is game-breaking and I prey I don't have to start over.

Has anyone experienced anything like this at all? Really hoping that there is a solution. I've pasted an image below to better represent this issue.


#188
Thank guys, I will apply this tonight.

Is there a particular spot in the Global script that this should go?
#189
Hey all,

I've searched this and seems to be a few threads, but all are over my head. They seem a little more complex than what I'm looking to achieve.

I'm using a Sierra based UI. However, I've decided to make this a persistent bar in the bottom of the screen (which works for the most part).

I wanted to 'do away' with the inventory button/ui completely and simply use the inventory window contained within the gIconbar GUI for all of my inventory shenanigans.

I have posted an image below to explain fully what I'm trying to achieve.



I'm starting to feel sheepish about asking such rudimentary questions on the forums. I'm honestly happy to donate or contribute a couple of bucks if needed.

Many thanks in advance.



#190
Amazing, works beautifully now. Sorry I missed that initial comment. Got a little overwhelmed.

Thanks heaps guys, fkn really appreciate it.
#191
Hey guys,

I've had little luck thus far. Please find the room code below -

Code: ags
// room script file

function room_AfterFadeIn()
{
object[1].Move(330, 250, -4, eNoBlock);  
cPedoMan.Say("&7 Aaaaarrggghh!!!! In the name of Billy Mac and his five brothers!");
Wait(25);
object[0].Visible = true;
object[0].SetView(6);
object[0].Animate(0, 2, eOnce, eNoBlock);
Wait(70);
object[0].Visible = false;
Wait(40);
player.ChangeRoom(3,  266, 241);
}

function room_RepExec()
{
if (object[0].Frame == 5) object[1].Visible = false;
}


Some images of the room, and the loop below if that helps?







Really appreciate this fellas. Bugging me for a few days.
#192
Thank you so much, cannot wait to try this.

EDIT, just tried this and it didn't work :( Any ideas?

Do i have to specify the View? To clarify, the script runs and compiles but the object doesn't disappear.
#193
Hi All,

I've done a fairly extensive search but not sure if this is at all possible.

I have two objects in a room. Is there away to have object 1 become invisible (Via object[1].Visible = False) when object 2 reaches a certain frame in its View/Loop?

Many thanks in advance,
#194
Quote from: Nixxon on Fri 16/10/2015 01:54:59
That's awesome, thank you for the swift reply. I look forward to trying this out.

EDIT- Confirming works like a charm, I've removed the exec repeat code. All nice and tidy. This was my last hurdle, thanks very much!
#195
That's awesome, thank you for the swift reply. I look forward to trying this out.
#196
Hey Guys,

This one is really tricky for me.

There's a section in my game, where you have to throw a pebble at a char 3 times for an event to occur.

However, I would like to run a small scrip after each time the pebble is thrown.

Throw first pebble - char dialog 1 + an animation
Throw second pebble - char dialog 2 + an animation

The third time a pebble is thrown an event occurs which is currently handled in the room repeat exec (pasted at the bottom).

I could try repeat exec for the pebble count 1/2 however this would cause other issues.

Please find the existing code below -

Code: ags
// room script file



function hPedoMan_UseInv() {
  
if (player.ActiveInventory == iPebbles) {
  cEgo.Walk(200,  385,  eBlock);
      cPedoMan.Say("Oooo, I think I've got a bite!");
      player.LoseInventory(iPebbles);
      pebblehitcount += 1;
      
}
}
function room_LeaveLeft()
{
player.ChangeRoom (2,  326,  210);
pebblehitcount = 0;
}
function on_event(EventType event, int data)
{
  if (((event == eEventAddInventory) || (event == eEventLoseInventory)) && (data == iPebbles.ID))
  {
    int quantity = player.InventoryQuantity[data];
    if (quantity == 1) iPebbles.Graphic = 7; // fill in actual sprite slot numbers
    else if (quantity == 2) iPebbles.Graphic = 8;
    else if (quantity == 3) iPebbles.Graphic = 9;
  }


Repeat exec script.

Code: ags

function room_RepExec()
{
if (pebblehitcount == 3)
{ 
Display("You see a bookshelf.");
hHotspot2.Enabled = false;
hPedoMan.Enabled = false;
object[0].Visible = true;
cPedoMan.ChangeRoom(7, 100, 50); 
pebblehitcount = 0;
}
}


#197
Hey just quickly, is there a way to change the hover graphic as well?
#198
Hey mate, thanks a bunch.

None taken, I generally peruse the dynamic help within the editor before posting. I'll try the above link instead from now on as it looks far more comprehensive.
#199
Hey Guys,

Probably an easy one for you savants.

On my initial screen I have two buttons within a GUI, labelled 'Play' and 'Quit' respectively.

After the character dies, I would like to change the 'Play' graphic to 'Try again' when returning to the initial menu screen.

I could paste the code during the death scene.

Any help would be greatly appreciated.
#200
That's brilliant, All working now

Thanks a ton.
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