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Messages - Nixxon

#201
That's awesome sauce friend.

However, In searching the global script for this I am still unable to find where I can configure the settings.
#202
Hey Guys,

When I have dialog speech playing the music volume is 0, I would just like it to be faint instead of non existent.

Searched the forums and found this command - speech_music_drop

Ctrl-F in the global script and can't find it or anything that relates to this function.

Just wondering how I would achieve this?

Many thanks.
#203
Quote from: Babar on Tue 10/02/2015 10:00:33
It looks like he's actually playing on a PC or something, and the output is on the watch screen? Or is there something about the Galaxy Gear that I don't know?
Clicking things would be really tiresome on such a small area...

it's my upload. you can root and install custom Roms on the galaxy gear. see the last couple of seconds in the clip.

hence scummvm, SNES emulator, browser, YouTube etc. I tether the WiFi via Bluetooth from my phone. Also using a Bluetooth mouse as it's otherwise pretty impossible to play.
#204
Hey Guys,

Thought you might appreciate this :)

https://www.youtube.com/watch?v=rgH5MskGZcY
#205
That must be what it is guys, as I copied the text from word.

THE MORE YOU KNOW :)
#206
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.

#207
Once again, Effing brilliant!!

Pasted pretty much the same code into another room where the player uses the pebbles, using LoseInventory instead and it works brilliantly.

Thank you so much for your efforts.
#208
Hi Guys,

Just another quick one, I want the player to stop being able to pick up the pebbles after he has 3.

Am I best to use the repeatedly execute for this to turn off the hotspot will a Global int value?
#209
Holy Shit, It worked... That's awesome!!!!
#210
Hi Guys,

I've dabbled with AGS for over 10 years, however my coding skills are rudimentary at best. Looking for some relatively quick-release projects that I can contribute to (MAGS etc.).

I can also offer voice acting as well as contributions to game mechanics, story structure & dialogue.

I have attached below some examples of my style.











I have very little experience with animation but I am happy to contribute also.

#211
Thanks Guys,

I'm super green with coding and really appreciate the swift responses.

Regarding Monkey's solution, do I place this in the regular room repeatedly execute? If not, where so I paste that particular code?

Thanks Gurok, helps to understand how to better the scripting I had already implemented for future reference :)
#212
Not sure of a better way to do it to be honest??

There will be another scene in which the pebbles are removed from the inventory accordingly, so I thought a Global Variable would be the best option.

EDIT: perhaps you mean 'always' as opposed to the normal repeatedly execute. I used the always function thinking perhaps the script was being blocked or something, it made no difference.
#213
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);
}
#214
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!

#215
I actually disabled every GUI in the room, completely removed the code. Something about room 6 and room 3, whenever i enter these rooms the right click function is disabled. (i can still open the inventory GUI with a button).
#216
Update 2: I removed the above code, and it's still broken.

Going into some rooms just disables the inventory right click function. Crazy.
#217
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?
#218
Mate, That's brilliant. TYVM :)
#219
This is the code so far -

function repeatedly_execute()  // this function is already there
{
  int lt = GetLocationType(mouse.x, mouse.y);
  if (lt != old_lt) {  // location type has changed since previous game loop
    int new_mode;
    if (lt == eLocationObject) new_mode = eModeCursor10;
    if (mouse.mode != eModeUseinv) mouse.Mode = new_mode;  // only change if no active inventory
  }
  old_lt = lt;



How to I define which object i want it to check? in this case the object is called opendoor

I also get error line 43 - 'mode' is not a public member of 'Mouse'
#220
Hi Khris,

I haven't actually set it up at all yet. I was hoping to to have to use the repeatedly execute function. But I can give it a go.

The issue also is, as I only want this to occur once the player has 'opened a door' can I have another if command such as if object0.visible = true?

Also, where would I specify when the mouse is over the object number, I can't see that in your code.


Edit: I see what you've done. Thanks heaps, I will give this a go.

Sorry, I'm a bit green.
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