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Messages - Proskrito

#181
what about using something like 'if (IsInteractionAvailable(mouse.x,mouse.y,GetCursorMode() ) )' to see if there is any interaction available for the current cursor mode?or maybe using properties for those special hotspots?
(that is, if i understood it correctly ) ;)
EDIT: oh, you want it only for walk interaction, right? then forget about the first one...

EDIT 2: OR you could fake a 'walk to' mode that acts like the talk or look one: (if you have cursor mode 8 or 9 free)
What i did for it is using cursor mode 9 as 'Walk to' mode, so you should disable the real one.
Then, in the on_mouse_click function, put something like:
Code: ags

if (button==LEFT){
if (GetCursorMode()==9){
  if (IsInteractionAvailable(mouse.x,mouse.y,9) ) ProcessClick(mouse.x, mouse.y,9);
 else ProccesClick(mouse.x,mouse.y,MODE_WALK);
}
...
} else if (button....

then instead of 'SetCursorMode(0)' you should write 9.
oh, and then change the name of the cursor 9 from 'Usemode2' to 'Walk to', and in the interaction editor you'll see a nice 'Walk to hotspot' interaction, that if you set some command to it, it will do that, and if you dont, it will just act like the default walk to mode  :) ;)
#182
have you tried having 'handle inventory clicks in script' checked, and then add in the mouse_click function something like:
Code: ags

if (button==LEFT){
...
} else if (button==RIGHT){
...
} else if (button==RIGHTINV){ //the one that handles right clicks in inventory
SetNextCursorMode(); //or whatever it is
}...
//being LEFTINV for left inventory clicks
#183
or just make him start the game in room -1, and then make it appear by putting something like
character[CHARID].room=X , X being the room you want it to appear in.
#184
great interface!  :D but there is one thing i think you could change: its about the exit arrows. The first letter that tells your system that the object/hotspot is an exit, is the 'e' character, is very usual imo. (i think i read its the most used character in english or in spanish, i dont know), so there might be some problems with it, as many words can start with er, eu, ed or el , and there could be reasons to dont want to write it in uppercase. Maybe if you changed it to something like <,$,#, or so it would avoid those problems.
Just an opinion, though.  :)

btw, if you want bass-like save/load interfaces, they are much like the lucasarts ones, i could give you the code if you want (or you could get it from the templates here), so you can spend that time in other things  :)
#185
when you call a function, you must not write the parameter type (int / string... ) just the value.
Anyways, you shouldnt put the on_event function in the script header, nor calling it from a script, because it is manged internally by ags.
Just with this:
Code: ags
function on_event(int data , int event) {
if (event==GOT_SCORE) {
display("Wow,you just got some points");
} 
}

Your game would display that message every time the player gets points, so no need to import / calling it. : )
Hope i'm right! : )
#186
Quote from: Arasan Nayamu on Fri 02/01/2004 03:02:05
It's a nice $30 game.
heh, we got it in spain at less than 6 â,¬ with a new cover by Luis Royo (in which Brian resembles farlander a bit ;)).
Sometimes its good that adventure games are not so popular  ;D
#187
It must be the bug that Chris said in the 'Problems upgrading to v 2.6' thread, so to solve it you must have a sprite numbered 2054. read this: http://www.adventuregamestudio.co.uk/yabb/index.php?board=2;action=display;threadid=10665 (point 2)
#188
if you are using the scumm template, yo can do 2 things:
1- Use the new templates that have this problem fixed. yo cand find them here: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=6642;start=msg122548#msg122548

2- leave the unhandled_even as it was, but instead of defining the unh.ev. fuction without parameters, put 2 ints, although you wont use them, like
Code: ags
function unhandled_event(int blah, int bleh){ ... 
instead of just
Code: ags
function unhandled_event(){ ... 
and modify the script header to add the two parameters in the 'import unhandl...' line.
#189
thank you all, guys! :) you are right in everything. I think i´ll use loominous' great edit and then fix what yakspit said.  8)
#190
hi! i've made this for a present, and since i dont have any experience (its the first 'hi res' thing i try, and 3rd i try at all directly in the comp), but i want it to look good, i´d like to ask art geniuses here about it... suggestion, mistakes, things to fix it.... anything! : )

thanks in advance!  :)
#191
hey, if you are dissappointed, ask Chris your money back!! ;) (i've heard that he will even send 10 times the money you paid back to you)
#192
Quotewhat's the benefit of not using parameters?
Flexibility. some people could not like the default 'type -what' thing, and they can script their own way to handle unhandled event messages, so the default parameters arent used. Its not exactly an 'advantage', just that parameters can be superfluous sometimes.
#193
yep, in early versions AGS didnt check if those functions had the correct number of parameters, but in order to not get some strange problems, now it does.
Just put the two parameters and never use them in the function, like : unhandled_event(int xxx, int yyy ) and never use xxx and yyy variables.

for the first one, i think AGS cant be made to look like every other programming laguage that each AGS user is used to, so i think the best way is that you get used to it  :)
#194
Critics' Lounge / Re:Ego's house (640x480)
Thu 25/12/2003 21:00:45
Nice clouds! : ) i think the thing that most bothers me is the perfectly horizontal horizon (heh;)), and it has even bigger outlines than the car! ;) you could try to add mountains or something like that, so its not so 'perfect' .
The car animation is great! maybe you could add clouds in that one too.
#195
Quote from: TK on Thu 25/12/2003 12:55:24
dammit some people can be stupid with some things...
Hey! Calm down! there's no need to say that kind of things. Maybe thats not the problem, and he is getting the same error as here: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10437
#196
if (character[CHARID].walking!=1){ //if charid is not walking
do something;
}
EDIT:
oh, i didnt read your post properly. You could also check in the rep. execute if the character's coords are the same as the ones you told him to go , and then run the action

Hope it helps! : )
#197
General Discussion / Re:simpsons RULE!!!
Tue 16/12/2003 23:45:19
Quote from: Raggit on Tue 16/12/2003 23:36:12
I have just one question.

WHY ARE THE SIMPSONS YELLOW???????????????????????????????????????????
WHAT COLOUR ARE YOU??!!?!11?!1!?!  ???
#198
Warst: you could do a custom SwitchPlayerCharacter function that, apart from changing the player character, also changed some gui buttons pics to the ones you want, and, in the interface_click function, in those buttons, check who is the player character to see what action is done, ie:
if (button==4){
if (GetPlayerCharacter()==PLAYER1) SetMode("talk to");
else if (GetPlayerCharacter()==PLAYER2)SetMode("lie to");
}
Or you could just do different guis for each character.

Elvis: check this thread: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=6642
EDIT: oh, the server seems to give a forbidden access error...
#199
very nice indeed! but i think i found a little graphic glitch:
In the save game GUI, as i was copying the lucas interface, i had to do a 'trick' to write the savegame name in the same place the previous savegame is placed,and therefore, the listbox highlight and foreground colours must be the same, so you cant see the option selected, because it will be displayed via the savetextbox gui.
Try to overwrite an existing savegame and you´ll see what i´m saying. just for you to know :)
to fix it, just change the highlight colour to be the same as the foreground one in the save gui, and thats all : )
#200
you can also go here: http://www.freewebs.com/skimbleshanks/templates.htm
and download LucasFan's MI3 template
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