no, you have to do characters that way (adding every individual sprite...)
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Show posts MenuQuoteWow...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)
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...........
blah
/**/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;
/**/}
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 (....
GetLocationName(mouse.x,mouse.y,buffer);
ChangeNames(buffer);
SetLabelText(GUI,LABEL,buffer);
Quote"- Not any part of script needed to copy-paste everywhere!Does any AGS game need that?
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.
QuoteQ. Can actions be assigned to the 'Walk to' mode as in MI2?It doesnt work to me
A. Yes. Select "Any click on", create a script and write "if (IsAction("Walk"==1) {...}".
QuoteQ. Would it be easy to translate?Well, it could be important if you wanna translate your game to several languages, think that you are trying to simplify the game making! : )
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)
QuoteQ. What about variable default actions? (like a door)But, you cant change the custom properties, so you cant do that, i think...
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)
QuoteYour code is so coded that it's very hard to understand anything that's writtenThe 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)
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!
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!
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