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Messages - Proskrito

#121
General Discussion / Re: Idea for AGS: Logo
Mon 17/05/2004 22:29:23
there was a similar thread some time ago:
http://www.agsforums.com/yabb/index.php?topic=6622.0
#122
im sure scorpiorus' code will work perfectly. (always trust him more than me ; ) )
Im glad you solved it! :)
#123
the easy way: just keep the 'any click' empty, and there shouldnt be problems.
The explanation:
I think its my fault, i should have put that in the documentation, and update the template examples.
What is happening, is that in the any click interaction, you have some interactions (for special modes i suppose, like push), and in order to have unhandled event support, at the bottom of that script, there is an 'else Unhandled()', that would run the unhandled event function if none of those modes is used. But as 'any click' is run always, you could have the 'use inv on char' interaction in its own interaction, and for example 'push' interaction in any click. Then you use an inv. item on the character, and then, the 'use inv on..' is triggered, but so is 'any click', and since the mode you used was not any of the ones in the any click, unhandled event is run, when it shouldnt.
So the easy solution is to write the interactions on their modes, and not using the 'any click' (use Ext. modes for push, pull, open and close and Walk for walk mode, usemode1 and usemode2 respectively(sp?)).
Damn me and my english! : P i hope its clear now : )
#124
are you using a scumm template?
it seems so, and then, it could give you that error if you have interactions in a interaction (like use inv on character) AND in the 'any click on character', in both of them, and in the any click, the last line is 'else Unhandled()'
if thats the problem, try moving the interactions in the 'any click' to their respective modes, keeping it blank, OR, moving everything to the 'any click'.
The point is that one click must not trigger 2 interactions, and it could be running the 'use inv on...' and the 'any click', causing the error.

Hope this helps! : ) (and sorry if thats not the problem!)
#125
Critics' Lounge / Re: TLOTLL: *New Background*
Fri 14/05/2004 14:57:16
the only thing that looks a bit strange to me is that all the background is made with blue hues. Its very moody this way, and it would look perfect for me if i were looking to the background alone, but the character is just a bit tinted.
I mean, the girls boots could be the same colour as the tree trunk, but boots are brown tinted with blue, and trunk is all blue. I hope i made sense.
Also, i think you could add depth if the sky were darker.
Overall, its an excellent image!! : ) i love your style.
#126
Quote from: DanClarke on Fri 14/05/2004 13:59:41
Any chance of the classic lucas in game font (SamnMax, Monkey Island, Indy)?

Or has this been covered? If so anybody got a link?

MI2/FOA normal, speech and credits w/ outlines:
http://galeon.com/golfa/otros/fuentemi2foa.rar
DOTT normal, speech with outline:
http://galeon.com/golfa/otros/fuentedott.rar

Inside the .rar archives, there should be a .txt file with information about the special characters and such.

If you want dott credits font, look for it in this thread, as Synthetique did it : )
#127
Quote from: Scummbuddy on Mon 10/05/2004 20:50:18
any chance of un updated DOTT styled template?
yes, as soon as i can get a new computer (hopefully soon), i'll update the templates, and try to improve them a bit.
#128
if i remember correctly, there is a 'game.' variable called game.inv_items_displayed or something like that (i dont have ags here) that lets you define how many items are displayed in the inventory.
However, your inventory window must be big enough, of course ; ).
There were also a game.items_per_line or so variable, look them up in the manual, in the game. variables part.
I hope im right and not confusing you : )
#129
QuoteIt isn't THAT hard to do in AGS.. You don't even have to do any scripting..
I think it would require some scripting, because scaling levels in walkable areas change vertically (i hope that made sense) so you might have to change the scaling level in script depending on the character's x coord.
#130
instead using RunInventoryInteraction, you could try the following:
Set that item as the active item .Dont know if there is a function like SetActiveInv or so. If there isnt, you can use a game. variable, dont know the exact name, but it is something like character[GetPlayerCharacter()].activeinv=GetInvAt(mouse.x,mouse.y);
and then set cursor mode 4:
SetCursorMode(4);
Sorry for not being very precise : / (i dont have ags here), but i hope this helps.
#131
if i understood correctly, you could make that this way:
when you talk to that one, you set a global variable to certain value, like 1.
then, in the 'Player enters screen before fadein' interaction of the room you want to activate the hotspot, you check the value of that variable, and if its not 1 (the player havent talked yet with that character), disable the hotspot, and if it is 1, enable it.
hope i made sense : )
#132
about room cloning, maybe you could save the room twice, with different names, and then you have that room cloned : )
#133
to make that kind of 'global' variable, you can define it at the top of the global script, then export it at the bottom (i think this is necessary), and import it in the script header.
Or directly define it in the script header may work aswell.


#134
Marvin: Just put the extension >n to the name of those things you want nothing to happen when clicked.
Scuthbert: the links here: http://www.adventuregamestudio.co.uk/yabb/index.php?board=2;action=display;threadid=6642;start=msg122548#msg122548 seems to work for me.
Lucatuz: it shouldnt happen ??? did you modify something? what is the line 398?
#135
i havent been able to work with ags for some time, so maybe im wrong, but i remember also missing a SetCursorView function. there is a 'SetCursorPic' or so, but it didnt alow to set an animated cursor as you can in the editor.
if im wrong please tell and forgive me ; )
#137
QuoteI wanted to ask, did you import it to flash, or what?
thanks! :-* no, i just made it again at 640x480, and then resized to 320.  
thats why it looks smoother. :)
#138
before critics lounge: (odd resolution, btw)

after critics lounge!:D  :
#139
Marvin:
Have you tried to place it in the 'pick up object' interaction, instead of the 'any click' one?
monkey:
it seems it could be the same problem kinoko had with the 5 hotspots. I have no idea at all of why it happens  ??? : ( it never happens to me, but it happens sometimes to other people : /
(Another thing that might have nothing to do with it but just in case: does the screen scroll while the player is going to that object?)

I cant look at the problems as my computer got broken some time ago. As soon as i get a new one, i'll look to all those problems and see if i can discover why they happen.
#140
you can leave them //'ed, the return lines do nothing
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