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Messages - Pogwizd

#201
I looked there even before but the only one I saw was "Automatically walk to hotspots in Look mode". But by default it was set to false and I'm not even using the look mode so I'm guessing it's not the one I'm after :)
#202
Ok, I've also noticed that when I removed the walk() function from my event handler the character was still walking up to the hotspot (only hotspot). So I removed walkTo coordinates of the hotspot and now everything works as intended. Is there a way to disable the automatic walking to the hotspots even if I want to specify walkTo points?
#203
EDIT: Shoot! I'm sorry but I've put this topic in the wrong section... Could someone mightier than me move it to the Beginners' Technical Questions?

Hi,
Am I right to think that AGS handles interactions with hotspots and objects differently? I've got one function which is called when the player interacts with either a hotspot or an object. To my surprise, when I click the object all instructions in the function are called in order but when clicking the hotspot it's not the case. First the walking function is triggered and then all the rest. I'm guessing it's got something to do with blocking mode? Could anyone point me in the right direction how to work around it?
I'm using a clean template in version 3.5.0 P2.

Code: AGS

//my function called when interacting with both the object and the hotspot
function cf_handle_elevator_interaction()
{
  if(!elevatorDoorsOpen)
  {
    hijackOverMouse = true;  
    sayTextAsTypingMachine("I need to get to floor one. I'm afraid though that the sysetm might have been messed up again.", cLeszek);      
    cLeszek.WalkStraight(528, 270, eBlock);
    oElevatorDoors.SetView(4, 0, 0);
    oElevatorDoors.Animate(0, 3, eOnce, eNoBlock, eForwards);
    elevatorDoorsOpen = true;
    hijackOverMouse = false;
  }
}

//event handlers
function hElevatorButton_Interact()
{  
  cf_handle_elevator_interaction();   
}

function oElevatorDoors_Interact()
{  
  cf_handle_elevator_interaction();    
}
#204
QuoteNiech bogowie zeÅ›lÄ... Ci nadobne dziewoje! :-D :-D :-D
Dzięki, ale boję się, że żona na to nie pójdzie :)

QuoteYou helped me to solve my problem: I couldn't locate where Ś,ś,Ż and ż should be placed
I'm more than happy to hear you find it useful.
Funnily enough, when making the font I was also using the chart you posted here https://www.adventuregamestudio.co.uk/forums/index.php?topic=57465.msg636611226#msg636611226 :)
#205
shouldn't it say "another there is"?
#206
The Rumpus Room / Re: Name the Game
Sat 13/06/2020 20:25:40
A new hint for you guys:

#207
The Rumpus Room / Re: Name the Game
Fri 12/06/2020 19:47:37
QuoteLSL 6: Shape up or slip out
Nope :)

It's a game which in my opinion was of a proper length (if I'm not mistaken it might be even longer than Broken Sword 1). The setting is a wacky world with plenty of weird characters. Here's another one:


#208
Laura, I wanted to write "A Room Without You In It" but then I realised it's not the "name the game" thread ;)
#209
The Rumpus Room / Re: Name the Game
Wed 10/06/2020 14:55:31
Yeah, sorry for the delay :)

Following suit, here is a cropped image from the game :)


#210
The Rumpus Room / Re: Name the Game
Tue 09/06/2020 12:45:52
The Bum
#211
Having enjoyed Metaphobia, I am really looking forward to your next game. Is it going to be a commercial release?
#212
General Discussion / Re: Free Steam keys!
Sun 07/06/2020 10:55:33
If anyone fancies an old-school RTS, Total Annihilation is up for grabs for free on GOG.
#213
QuoteYou can use negative values :)

Did not know that! Thank you Laura :)
#214
Hi Snarky, thank you for the quick response.

I'd already tried it and the problem is that by applying delay to each frame individually I could only slow the animation down, while what I need is to speed it up.
#215
Hi,

Is there a direct way to control the speed of the idle animation? I've checked all (or most of) the tabs in the editor and looked it up in the manual but couldn't find any information about it.

I'm guessing I could always trigger the animation "manually" with character.Animate() and then apply the delay I need but I'm still wondering if there is an easier way to do it.
#216
The Rumpus Room / Re: *Guess the Movie Title*
Tue 26/05/2020 18:39:19
QuoteAlphaville

That was quick :)
Your turn lorenzo!
#217
The Rumpus Room / Re: *Guess the Movie Title*
Tue 26/05/2020 17:51:33
#218
Was there any liquid drunk after taking the pills by both persons?
#219
If the problem with making a game is coming up with a story, I have two sets of story cubes. I can roll them for you and post the outcome. This would hopefully give you a rough idea what the game should be about ;)
#220
The Rumpus Room / Re: *Guess the Movie Title*
Sun 24/05/2020 21:41:29
The Good, The Bad, The Weird?
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