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Messages - Peter Bear

#41
well, in main parameters

set "allow speech to be skipped ..."

via > mouse only, the thinking or saying will never diseapper unless you click on it.

or :
Quote
SetSkipSpeech (int new_mode)

Changes whether the player can skip speech text by clicking the mouse. This option is initially set in a checkbox in the Main tab of the editor, but this function allows you to change it at run-time. The value of NEW_MODE means the following:
0  player can skip text by clicking mouse or pressing key
1  player can skip text by pressing key only, not by clicking mouse
2  player cannot skip text with mouse or keyboard
3  text does not time-out; player must click mouse or press key each time
4  player can skip text by clicking mouse only, not by pressing key

#42
Hey, I will shut this thread as I managed to create the effect I wanted.

I tryied both : GotThere & NoBlock Module.

( Noblock 0.7 it out to date but you just have to change some definitions ... )

Anyway that worked , but as I already handled the mouse clicks, I had to recreate all this in the modules ( as I dont use a standard clicking and "nextmode" method )

This is how I did :

purpose : walk non bloking towards a destination point. Wait to arrive, then do the required action. ( without blocking = you can change direction or action at anytime, as the mouse cursor is still active )

1/  // in the mouse handling function
Code: ags

mousex= mouse.x; // registered to be used on arrival
mousey=mouse.y;
cEgo.Walk (mousex,  mousey, eNoBlock); // non blocking walk


// the problem was that I ProcessClick on the line right after ... so the player did the action BEFORE moving at all ( as it was non blocking ), and if blocked, that worked, but you can"t do anything during the walk.
Code: ags

waitforprocessclick = true ; // bool to tell the game : I CLICKED FOR A WALK + ACTION !


2/ in the repeatly_execute function of the main script I added :
Code: ags

if ( waitingforaprocessclick ) { // the character is moving after receiving a right click
    if (!cEgo.Moving) // arrived
        { // mousex & mousey were set at the right click
          ProcessClick(mousex , mousey, eModeInteract);  // I can now do the action.
          waitingforaprocessclick = false;         
        }
  }


3/ at the very beginning or on_mouse_click, I set waitingforaprocessclick = false;  , for me, as any click cancels the previous intended action.

hoplà !
#43
This is not a solution but the Display option halts the normal running of the game, like guis do  ...

Maybe as suggested you should try to provide text on screen by a different way.
#44
you should use kriss code ( see upper )

the "if doonceonly" is as the beginning, once you've picked the tape, that you have or not in the inventory doesnt matter, it has been taken ! That's what does this function.

dont test the HasInventory value then !

quote :
Quote
  else if (UsedAction(eGA_Open)) {
    if (Game.DoOnceOnly("finding tape")) {
      player.Say("There might be something useful.");
      player.Say("Let me check.");
      player.Walk(384, 314, eBlock);
      player.FaceDirection(eDirUp);
      player.Say("Junk, junk, more junk...");
      player.Say("Eureka");
      player.AddInventory(itape);
    }
    else player.Say("There's nothing useful anymore.");
  }
#45
At last, after years of sleep I am proud to announce that BEASTS - Deluxe, is well progressing.

Synopsis.
You are a mob enforcer ... After your last big mission, your boss assigned to guard an abandonned mantion for him. Holidays ...

A few days for the law to forget about you and your teammate, nuzzly Angelo.

This all looked like a nice resting time.
You have been here for a couple of days, until you are awaken at dawn by a loud scream that made your blood run cold ... Not for long ... You jump in your trousers and are determined to figure out what is happening on here.


History of the game
This is a remake of a old old game of mine.
BEASTS ( avalaible on AGS game page ) here : http://www.adventuregamestudio.co.uk/games.php?action=detail&id=380
The first was made in 1994, released with the ags engine on 2004 , and here we go ...

This is not a simple remake, I rewrote all the scenario, added much rooms, puzzles etc ... Even the story is a little different. If you want to feel the difference between both of them, you should try the older one ( as ugly as it is )
And I tryied to improve the graphics aswell ... That is what took me so long.

Screenshots





Advancement
Graphics : 90 % ( all backgrounds are done, left some animations and objects )
Story, puzzles ... : 100 %
Scripting and including in AGS : 20 % ( the gui and playing controls are done )
Translating : after :)

Features
320x240 resolution, hi color.
A dozen rooms, multiples puzzles.
Character controled via mouse only : two buttons for everything.
Avalaible in English and French ... maybe more , if interested, pm me.
Well ... you'll see.

oh btw, I still seek a good musician.

Availabilty
If I can, before two months ...

More
Game project on sourceforge : https://sourceforge.net/projects/beastsd/
( SVN files updated each time I work enough on this )
Game page @ mywiki : http://bit.ly/c3OIhF


#46
woh ! great one :)

I write it down too, I always used variables, this function is quite handy !

alternatively I was about to tell

set a variable to whatever, once the tape is used : ie :  vtape =1;

then  update your

if (player.HasInventory(itape)) {

to

  if (player.HasInventory(itape) || vtape == 1) {
#47
that's okay then I wont scroll them, maybe just animate as the wind could blow throu them

Thank you for your support, I've already downloaded your module so I'll look deep in it, just to ... learn :)

Oh, and for the hosting, I picked the 1st google result on "host files"

Thank you for your time
#48
well this is another link

http://www.filefactory.com/file/b0c4dac/n/parallax_hand_made.zip

It looks like the host erased my file as soon as it received it.

edit : I must be cursed both hosts refused my file ... is there a AGS GAME filter ?
#49
for calin :

yup that would work thanks, I already tryied it.

but my problem ( and question )  is to go on running alternate scripts DURING the eBlock thing ...

eBlock, or Wait, halts everything until ended.

Dualnames
Okay I ll find and try it.
#50
okay here is a compiled room with the "desired" effect, in the leafs ...

http://www.filefactory.com/file/b0c4dac/n/parallax_hand_made.zip

this is not perfect and I only did a X position changing according to the position of the player character, just like moving in the room should change the point of view "virtually of course" , but maybe am I wrong in my desires lol.

manual :
left click : look at ( actually there is no objects in the test room )
right click : move to
escape : game menu ( then press QUITTER to quit ... )
#51
Hi

In my game interface, when the character USES or PICKS something, he walks to it, then perform the action

in the on_mouse_click( , I just did

Code: ags

cEgo.Walk (mouse.x,  mouse.y);
ProcessClick(mouse.x, mouse.y, eModeInteract);
while (cEgo.Moving) Wait(1); 


( I use Wait AFTER the processclick, because if I move the mouse during the walk, It wont processClick at the correct place ) , that's why I haven't used the eBlock argument ... Well

When I WAIT(1), all other script is halted, the problem is that in some rooms, objets are animated and their coordinates are calculated from the moving player coordinates ...

What happens is that the move occurs AFTER the walk&wait action mentionned before.

I would like to find some trick to let the script that relocate all the objects, CONTINUE during my walking delay.
This pecular script is run in the room_RepExec() of the room.

thank you
#52
Hello

Nice Module.

I've just tryied it
But it appears that the room MUST scroll to activate the effect.

I was working on a fixed room, but the foreground is moving, relatively to the character position, so I guess I must seek another module or do something myself.
#53
Thank you, I found this one
For people in that case :
1/ I wanted the character to face this clicked location before speaking ( assuming, he will turn LEFT or RIGHT ), the only two loops are made by me.

Code: ags
cEgo.facelocation ( mouse.x ,mouse.y ) ; 


When I clicked close to the character, that didn't work ...
I figured it was now faceing "up" or "down", orientations that I haven't implemented.

So it left the Y value to "cEgo.y", so it is always straight LEFT or RIGHT, as the faced location is on the same Y level ...

2 / For the speechview, I assigned it directly in the Character creation part of AGS.


Thanks for answering.
#54
okay I figured it out ... in the view, simply add more loops then fill the loops named "left" and "right" with your animation.


To let the character face the clicked point, I guess there is an option too ... I am on it :)

Regards
#55
Hello all !

I have a speech view. The character looks on the left in this view.

Wheter the character is oriented left , or right, this always play the same view.
Is there an option to tell the game to play the speech view or a mirrored speech view according to his orientation before the speech.

OR ( better ) can he turn to face the object he describe, in the correct speech view, then stay oriented towards this object ( on his left, or right ... ) after speaking ?


I guess I must be missing something, a checkbox or ...
I haven't found any clue in the board already.
#56
WOOOOOOOOOO !

Courage my friend !
#57
I did already

Spoiler

I wrote : I exploded the safe ...

But now , no object in it is active ( the crown ) , I only can push and push the wardrobe again and again by clicking the angle of the wall ...
[close]

And that, I guess is a bug.

#58
as you wish, but this is not how it is supposed to be :)

Beta Testing is important. ( to me )
#59
bug found :

Spoiler

after pushing the wardrobe, I explose the safe
I can't reach the jewel, nor "look"

But I can push an invisible wardrobe again ...
Was must I do to get the crown ?
[close]
#60
Crashing bug report : try to "look at" the key on the ghost ship ( main deck ), the game halts :  "invalid message number".

Please try to correct some of the suggested bugs / translation issues, that would increase the interest of your game.

Regards
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