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Messages - Proskrito

#161
Beginners' Technical Questions / Re:Characters
Sat 07/02/2004 17:44:56
no, you have to do characters that way (adding every individual sprite...)
#162
QuoteWow...isn't that highly coherent and understandable.
mmhh??
QuoteYeah thanks for the tip! This is kind of a weird save and restore gui. It is missing buttons such as load game and save game? Do you happen to know of know of any others?
Well, its using the listboxes themsesves as load and save buttons. (the 'enter' key works as a click also), so it loads the savegame when you click on its name in the listbox, and saves the game when you press enter after typing the name. (i think)
To make it save and load games by pressing a button:
make 2 more buttons:
- a 'save' one in the save gui  -> object 4
- a 'load' one in the load gui -> object 2

the code would only change the following: (look the arrows)
Code: ags
function interface_click(int interface, int button) { if (interface==0) {
// if Restore interface
if (button==1) {            
// if cancel is pressed
InterfaceOff(0); }
// Close interface
if (button==2) { <---------------------------- 'load' button
//if load is pressed
index=ListBoxGetSelected(0,0);
// get the selected game
RestoreGameSlot(savegameindex[index]);}
// restore the game
}
}   if (interface==1) {
// if save interface
if (button==4) { <---------------------------- 'Save' button
// if save is pressed 
index=ListBoxGetNumItems(1,3);
// Count saved games 
if (ind...........


I think it should work if i didnt make any mistakes.
#164
There is a tutorial about save and load guis in the GAC page:
http://atticwindow.adventuredevelopers.com/tutorials.php?id=1
#165
i think you mean this:
Code: ags
 blah 

use  [ code ] and [ /code ] tags : ) (without the spaces), just like the quote ones
#166
I'd say yes, go for it, and do whatever you like.
you are (and problably all of us in this forum) an AMATEUR game maker, so you dont make games for a living = you dont make games for others to enjoy (understand me in that) = you make games mainly for YOU, to have fun. If later people enjoy your game, then excellent! but if they dont, even if it ruins a classic, who cares? as long as you had a great time while ruining it, its ok, imo ;).
The worst thing that could happen is people not liking your game, so they wont play it, so problem solved.
You had a good time, they didnt. Next time you can make a game, in which you had a great time making it, and people playing it. Thats even better : )
Just my opinion on those 'Dont make a game about XXX' comments.

EDIT:my crappy english
#167
ah yes, there is a bug in those templates that causes what you say, a-v-o told me what was wrong and fixed it.
I'll update the templates tomorrow to fox this and other things, but if you cant wait, just replace the MovePlayerEx function in the global script with this one:
Code: ags

/**/function MovePlayerEx(int x, int y, int direct){
/**/  //Move the player character to x,y coords, waiting until he/she gets there, but allowing to cancel the action
/**/  //by pressing a mouse button.
      int cursorspritenumber=33,
          blankcursorspritenumber=34;
      ChangeCursorGraphic(7,cursorspritenumber);
/**/  GScancelable=0;
/**/  if (direct==0) MoveCharacter(GetPlayerCharacter(),x,y);
/**/  else MoveCharacterDirect(GetPlayerCharacter(),x,y);
/**/  // wait for release of mouse button
/**/  while (character[GetPlayerCharacter()].walking && ((IsButtonDown(LEFT)==1) || (IsButtonDown(RIGHT)==1))) {
/**/    Wait(1);
/**/    RefreshMouse();
/**/    CheckDefaultAction();
/**/  }
/**/  // abort moving on new mouse down
/**/  while (character[GetPlayerCharacter()].walking){
/**/    if (IsButtonDown(LEFT)==1 && (GetGUIAt(mouse.x,mouse.y)<0 || GetInvAt(mouse.x,mouse.y)>=0)) {
/**/      StopMoving(GetPlayerCharacter());
/**/      GScancelable=1; 
/**/    }
/**/    else if (IsButtonDown(RIGHT)==1 && (GetGUIAt(mouse.x,mouse.y)<0 || GetInvAt(mouse.x,mouse.y)>=0)) {
/**/      StopMoving(GetPlayerCharacter());
/**/      GScancelable=2;
/**/    }
/**/    else {
/**/      Wait(1);
/**/      RefreshMouse();
/**/      CheckDefaultAction();
/**/    } 
/**/  }
/**/  ChangeCursorGraphic(7,blankcursorspritenumber); 
/**/  if (GScancelable==0) return 1;
/**/  else return 0;
/**/}
#168
Critics' Lounge / Re:Need C&C for some ideas
Mon 02/02/2004 22:56:05
mmm for the second:
Couldnt the player character just ask someone what year is it?
Would the player must know that moore law, or he could get that law inside the game, by reading a book or asking or so?
if the player could get the law inside the game, i think its ok, if not, its not very logical, imo.

EDIT: ah, i didnt see that there were a hint to use the moore law. That way people could at least search it on the internet or so. That changes everything ; )
#169
Its in chris' list: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=6489;start=msg79201#msg79201 ;)

Another workaround:
you would make a function where you would define the conditions for a new name to appear, like:
Code: ags

function ChangeNames(string name){
int room=character[GetPlayerCharacter].room;
if (room==3 && GetHotspotAt(mouse.x,mouse.y)==4 && [somecondition]){//if hotspot 4 in room 3 and some other condition
 StrCopy(name,"new name");//change the name
}
else if (GetInvAt(mouse.x,mouse.y)==5 && [othercondition]{
string buffer;
GetGlobalString(1,buffer);
StrCopy(name,buffer);
}
else if (....

and then in the rep. execute something like this to show the name in a label:
Code: ags

GetLocationName(mouse.x,mouse.y,buffer);
ChangeNames(buffer);
SetLabelText(GUI,LABEL,buffer);

So, in hotspot 4 of room 3, if [somecondition] is true, the label would show 'new name', and if the inv. item is 5 and [othercondition] true, the name would be the global string #1.
(not sure if those functions are written properly, but you get the idea)
so you just have to write the proper conditions and i think it would work fine. : )
#170
I'd also like that so much! :D
i suggested that some time ago, and that is what i get:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10037
#171
Beginners' Technical Questions / Re:What?
Wed 28/01/2004 21:31:27
have you read this thread about problems upgrading to 2.6?: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10665

btw: use descriptive titles in your posts  :)
#172
but, you can do that easily with the actual && and || operators, cant you?... ::)
like  if ((a==1 && b==0) || (a==0 && b==1))...
#173
its the key under the esc besides the one, no matter what is it labeled with.
#174
There was a game here in spain (dont know if it was published in other countries) based on that book many years ago (i used to play it on a MSX  ::) )
http://computeremuzone.metropoliglobal.com/abadia/abadeng.htm and it was an excellent game!
(btw: Someone is making a remake! :))
I remember it was great! so, i think its a great idea.
Just dont make it EXACTLY as the book, to make it playable for people who have already read it.
I think it is an excellent story for an adventure game!  :D

EDIT: Oh, it was never published outside spain: http://www.cpcgamereviews.com/a/
EDIT2: Someone translated it, i think (dont know what platform, though): http://www.msx.org/newspost543.html
#175
Critics' Lounge / Re:Backgrounds :D
Sun 18/01/2004 15:54:08
mmm the only thing that looks a bit strange to me its the 'realistic buildings/furniture/objects - wacky doors and windows' style, i mean, i think i would like them more if doors and windows were rectangular (or if everthing else were wacky styled too, but that would take more time).
Also, in the second one, i think the graffitti (sp?) would look more 'graffitti' if the letters were overlapping a bit, (i mean, to make it less 'computer typed') and filled with colourful kind of gradients or so, but that would catch the player's attention, and im not sure if its an important part of the room.
just personal opinions : )
#177
Make the PNG's instead of JPG's so we can see something : P
Anyway, i cant imagine a character walking in the first one, dont know why. Maybe you could add something in the foreground to add depth and interest.
I find them a bit aggresive to my eyes, stressing. maybe they have very few colours, nothing that call my attention, no places for the eye to rest...
mmm i'd like to be more precise but i cant  :-\
#178
mmm... 3 things:
1- You cant 'walk to' inventory items in MI2 (or any lucas game)(it switch automatically to 'look at' in MI2 and FOA and to 'use' in DOTT, just if you want to implemet that :) )
2- Even if you could, you probably wouldnt want to, it makes no sense, does it? ;)
3- Try it in a hotspot/object/character (where you would want to use it), and for me, it just walks there. I think its because 'any click' isnt triggered by mode walk.
#179
Quote"- Not any part of script needed to copy-paste everywhere!
I dont know what it means..."
There's no need to use Windows' clipboard to put a part of script in it and paste it in every new object, item or character. Saves time.
Does any AGS game need that? ;)
QuoteQ. Can actions be assigned to the 'Walk to' mode as in MI2?
A. Yes. Select "Any click on", create a script and write "if (IsAction("Walk"==1) {...}".
It doesnt work to me :-\
QuoteQ. Would it be easy to translate?
A. Since the dialog system is the same one as the implemented in AGS, there shouldn't be any problem. The sprites on the GUI aren't too. Finally, for the status bar, there's only the words written at the beginning of the main code (currently line 27 to 56) to change to whatever you want, or add more complexity to it. (In other words: I didn't put a translate function, but not that important)
Well, it could be important if you wanna translate your game to several languages, think that you are trying to simplify the game making! : )
QuoteQ. What about variable default actions? (like a door)
A. That the point of the DVerbBox property. However, the number representation was not a good idea, and I wanted to correct it but forgot. Putting it in the inventory name was too weird for me! Also an advantage was to be able to change that property in the script (when you open a door, change DVerbBox to "Close" instead)
But, you cant change the custom properties, so you cant do that, i think...
QuoteYour code is so coded that it's very hard to understand anything that's written
The thing is that if you are new to AGS, you dont have to understand it, just read the documentation ; ). (or better, start with the default ags interface until you feel more confident)

yeah, the new version is better!  :D
QuoteOk, maybe not "ridiculously difficult to understand"... let's say "not intuitive"... or "holy cow what all that code means I'm just a newbie" ... or... whatever. No offence, I'm a newb with AGS.
I see what you mean, but just imagine that all these lines starting with /**/ doesnt exist, like if they were built in AGS... the code you could want to modify is very small, and thats because all those functions : )
QuoteI've listened to Proskrito's suggestions and now it's now easy to customize it to do a "spit" action, change GUI buttons, or translate it.
good! :) but be careful, your code is growing ;)
QuoteMajor changes are that I've put all my things in functions so it's more easy to understand and change the code, and I've totally removed numeric values for actions.
(oh no, more functions! :P) yeah, much better with names instead of numbers.
About the unhandled event, its not difficult to make one, doing what you said, and making it so you can check what kind of location the player clicked on, and that should be enough. : )
#180
Great template! i´ve tried it and it's good, but i dont see why my template is 'ridiculously difficult to use' (oh that hurted! ;))compared to yours. yous surely have less code, but i think that doesnt mean necessarily 'less difficult'. (please, dont think im here to say 'people, use mine not smashmaniac's!' , i can see people preferring yours to mine :) ), i´ve downloaded it to see if there were simpler approaches to things, and i would have asked you if i could use them in my templates, but i didnt.
I mean, point by point:
-VerbBox GUI similar to MI or DotT!
well, both have them :)
-Partially compatible with the AGS Interaction Editor
i dont know very well what it means
-Right click for default action
Yours have it with a numeric custom property, mine have it attaching >x , being x a character. I did it that way because in that time custom properties werent implemented in AGS so i had to make a properties system, but later i didnt change them because i find the >x thingie faster to see and edit (you dont have to access custom properties, and i find also easier to remember a character that a number)
-Returns to walk mode in any other mode
If its what i think, both have it.
-Default action highlighted when over an object!
Both : )
-Can make classic 320x200 VGA or 800x600 SVGA games!!!
Both
-Almost no stored variables
Is it a feature?i mean, some of those are for the system, other are for customizing some things. The fisrt ones you wont have to touch them, and the second ones you could want to change them, in order to customize the interface.
-Not any part of script needed to copy-paste everywhere!
I dont know what it means...
-IsAction function added: one is enough!!!
That 'IsAction' function is exactly the same as my 'UsedMode' one. And one could be enough, but more can be useful : ) (and nobody forces you to use the others : P)
-Simple to use and understand for any AGS user!
Well, mine could not be simple to understand (sometimes i get lost too ;) )but i think its easy to use and customize.
My point is, sure yours is more 'simple', but thats because i added some features.
(Apart from the menus, map rooms, cancelable movements and other movement functions that you could not need)...
What about the unhandled event?
What if you want to use any other mode? (like 'sail to' or 'spit to' in mi2)
Can actions be assigned to the 'Walk to' mode as in MI2?
Would it be easy to translate?
Does it behaves pretty much like MI2? (strange things with the default command and the inventory)
What about variable default actions? (like a door)
Have also in mind that my template is a SCUMM template with MI2 theme, not a MI2 template, so its aimed to be able to recreate interfaces also from maniac mansion 1, indy 3...
I mean, if you use in my template only the features that are in yours, they are the same difficult. (just replace (IsAction with UsedMode, and write >x in the name instead of going to c.properties), so i dont know. I wont force anyone to use all the functions in the template ;).
But i agree that its not as easy as a default sierra interface AGS game, so if you can simplify the features that a scumm interface must have, i will definetly (sp?) use your template!  :)

EDIT: btw, i think the function 'IsAction' is imported in the script header as 'ActionIs' (or vice-versa), you might want to change it : )
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