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Messages - OneDollar

#341
Third (fourth?) option - if the key doesn't need to move you can add part of the background of the scene to the key's sprite, so that clicking on the fake background pixels around the key will also interact with it.
#343
I don't think there's a way to export fonts, so you'd have to find it somewhere for download. I think the default font comes from Space Quest IV, and you might be able to download it with SCI Studio. Alternatively get another similar SCI font (there's several resources linked from the main website, here's one), then download Radiant's Font Edit program (from the program's section of that same website), open up the font and replace any characters you don't need (like # or @ etc) with Spanish characters.

However, I'd check out what JpSoft has to offer first, because it sounds like he's done the hard work for you.
#344
Seen as we're dealing with position in space you could simply take the reference frame as the ship itself and claim all the other stars and planets are moving... its all good and legal in relativistic physics!
#345
Just to clear things up, the three standard fonts in a new AGS game are SCI fonts - they only have 255 128 characters in them (i.e. they don't include á,ó,ñ etc). To get the full range of characters you will need to import a new True Type Font (a font with a .ttf file extension), either replacing one of the build-in fonts or creating a new font. Set the OutlineStyle property to automatic to outline the font, then make sure your game is set to use the new font by setting either the Game.NormalFont and Game.SpeechFont properties in, for example the game_start function.
#346
Ooh... I'm tempted
#347
Boyd is rather awesmoe for shouldering the burden of Stickens
#348
No problem, may all your games be rendered speedily :)
#349
Quote from: RickJ on Tue 31/03/2009 21:53:28
Code: ags

  arr[0] = tmp_arr_size;

Ah, that's a good idea, thanks!
#350
Congratulations SpacePirate, you've got an unfair amount of artistic talent :D. Lord_hellfire, you had some really good 3D animation, might work well in a first person adventure? Anyway, great to see two good quality entries
#351
This was the first game I ever made...


It had the debug mode left on accidentally, a fair few bugs, the odd near-unsolvable puzzle and because it was slightly larger than 1.44 MB I had to .zip the floppy version. Those arrows and letters were part of the broken and very crackable password protection (which was probably just as well because I forgot to include the password with the CD version). Still, it was better than version 2 which introduced a brand new game-breaking bug.

One day I'll get round to fixing it up and give it a place of honour on my website ;D
#352
Yeah, that's what I'm doing at the moment. It just makes for a redundant integer. Also if you're doing arrays of structs you can't make them dynamic, so you have to remember to set an integer the same size, and change it whenever you change the array size. There's workarounds, but reading at runtime would be much easier.
#353
I don't think there's currently a way of reading what size an array is... could we do that please?

(If I've missed it, can someone tell me how to do it?)
#354
When you add an inventory GUI object to a GUI you can set its CharacterID property. This lets you choose which character's inventory it shows. As for taking stuff out, you'd have to do some clever scripting. Either...

1) Set the 'Handle inventory clicks in script' option in the general settings to true and edit the on_mouse_click function in the Global Script, adding conditions for when button == eLeftInv and eRightInv (left and right clicking on a GUI inventory). Code your own interactions so that your main inventory acts as it would if you let AGS handle the interactions for you. Now add a conditional that checks which GUI is being clicked on, and if its the Bank's GUI write a different script that adds the inventory item that was clicked on to the player's inventory and removes it from the bank's inventory.

2) Add a 'deposit/withdraw' button to your GUI then in the function for it's OnClick event check to see what inventory item is active, figure out if the player already owns it and transfer it from one character to the other depending on who's item it is.

Both options require a decent knowledge of AGS scripting (though the second is the easier of the two).
#355
Quote from: Stupot on Sun 29/03/2009 16:20:38
Back on topic.. hands up who's old enough to remember those floppy discs which were actually floppy?  Meee!

Meh, I remember those. Its what happens when your school doesn't have an IT budget.
#356
Site & Forum Reports / Re: New AGS Website
Sat 28/03/2009 20:49:02
While on the subject, I assume one of the middle or right-hand screenshots is going to be swapped out for another game? Its a great example of a good looking hi-res game, but it does look a bit like there are so few quality games we had to use the same one twice...
#357
Quote from: AtheistChase on Sat 28/03/2009 20:33:21
Quote from: Ghost on Sat 28/03/2009 20:12:10
Apparently the Awesmoe Gmod Specialists (AGS) community is dumbfounded. Rumour has it that some members consider becoming girl scouts and make adventure games, the likes of which have not been seen yet.

Thanks, this was extremely helpful.

You don't seem to be following the advice though.
#358
I can't really write it any simpler than I already have. Only other thing I can suggest is putting a -dxlevel 80 into the launch options as well, so it reads...

-dxlevel 80 -width 640 -height 480

If that doesn't help I suggest you find some general Steam forums or forums for Gary's Mod and post there.
#359
1) Open up the 'My Games' list in Steam.
2) Right-click on Gary's Mod and choose 'Properties'.
3) Click the 'Set launch options...' button.
4) Type "-width 640 -height 480" (without quotation marks).
5) Click 'Ok' on the launch options window, then 'Close' on the properties window.
6) Double-click Gary's Mod to run it. It'll start in 640x480 mode.
7) Once loaded go to the options and change the resolution to something sensible and click 'Apply'.
8) Exit Gary's Mod.
9) Right-click Gary's Mod and choose 'Properties'.
10) Click 'Set launch options...'.
11) Delete everything in the box and click 'Ok'.
12) Click 'Close' on the properties window.
#360
The Rumpus Room / Re: Happy Birthday Thread!
Tue 24/03/2009 13:11:04
I'm a day late, but happy birthday Ghost!
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