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Messages - Proskrito

#201
i think you could try to do it with hotspot's properties.
Like, in those hotspots that define the exits, you could make a property called 'exit' or so, and then define the direction (in order to set the correct arrow later).
Then in the repeatedly execute check if the property 'exit' is up, down, left or right, and, if it is, set the cursor image to the corresponding arrow, and if its not, set the default image.
Just an idea, never tried it or anything.
#202
Look at this tutorial about Save/Load GUIs in the GAC page:

http://atticwindow.adventuredevelopers.com/tutorials.php?id=1

Hope it helps :)
#203
Thanks scummy, glad you like it! :)

QuoteProsk, can you please give me a short guide on how to update the old version I have on MI1.5 to the new one?
mmm... since most of the functions had changed, if you havent modified the template functions at all or you know where you have modified them, i think that the best way would be to copy the entire new global script over the old one, and then add the changes you made to it. (I could help you if you want : ) ).
Then, you should replace all the 'else unhandled_event()'s with 'else Unhandled()'s , and if you want to take advantage of the new features, i dont know, but maybe you should make it one by one... :-\
QuoteCan you please implement scrolling arrows in the dialog GUI?
Mmmm i dont know if that is possible at all, its in the tracker, maybe you could make an option in the dialog called 'More...' or something like that, that hide some options and show another ones??... i think i cant help much in this one  :-[
QuoteCan you please build smart scrolling into the template? You can use this for reference.
Mmmm i couldnt find a-v-o's script, just the old one that gave some errors. If you can find it, tell me and i'll try to :). I remember i tried it some time ago but, maybe i couldnt set it up well, but it worked in a strange way in my tests, so i didnt use it.
#204
**there was a bug (that caused the template seem to proccess the left clicks as 'walk to' instead of the proper interactions) in the 1.2 versions of the templates,so get the new ones:**

Here is a new version of the Monkey Island 2 and Fate of Atlantis templates:
http://galeon.com/golfa/otros/nuevos/MI2_template_v13.rar (300kb)
http://galeon.com/golfa/otros/nuevos/FOA_template_v13.rar (100kb)


for people that have used other versions, the changes are:
-- CHANGES SINCE LAST VERSION: --
1- Added MovePlayerEx(int x, int y, int direct) , MovePlayer(int x, int y) and Go() ‘Semi-Blocking' kind of functions for the player character, so i.e: if the player push ‘Open door', the player character will start walking to the door, and, if no mouse button is pressed, the ‘Open' interaction will be run when the player character gets there. But, if a mouse button is pressed, the player character will stop, abort the ‘Open' action, and do the new action that this mouse click had triggered.
NOTE: You must NOT set any walk-to point to a hotspot in the room editor to make these functions work properly. If you set a walk-to point, the action will be blocking, and you won't be able to cancel the action.
2- Added ‘>e' extension for automatic handling of going to another room walking off screen first. A kind of substitute for ‘Walk off right/left screen edge' interaction, but in a MI2 way, so you know where you are going. i.e: Walk to road. -> road being a hotspot called ‘road>e' at the very right of the room -> player disappears at the right of the room -> NewRoom.
3- For running unhandled events in modes that share the same AGS cursor mode, where you used ‘else unhandled_event();', you'll have to write ‘else Unhandled();' instead.
4- Added Translation(string language) function for easier changes in things that could vary from one language to another.
5- Fixed some ‘bugs' and other things. : )
---------------------------------

as i dont know if these functions work perfectly, any feedback is welcome!  :)
#205
Quote from: Pumaman on Sun 30/11/2003 15:55:08
If that would added, would it solve your issue here?
mmm... if locations would be 'linked' in any way to hotspots, like walkto points actually are, i think it would work, but if they are like a name for specific coordinates, i think the situation would be the same.
I mean, if you could get the location coordinates by telling the hotspot number  or so, it would solve it.
Anyway, i can continue without it, just that it would make some things easier, so dont bother so much  ;)
Thanks pumaman
#206
In the General Settings tab, there is a 'walk to hotspot in look mode' checkbox that, if you uncheck it, the player wont go automatically to the walkto point of the hotspot. The problem is that you can only disable the 'go to walkto point' behaviour in look mode, so in any other cursor mode, you should remove the walkto point for the player not going there or doing what you want.
I wonder if there could be another checkbox like 'walk to hotspot in any other mode' or something like that, so you can script your own 'go to hotspot' behaviour, and you still get the good things of walk to points (easily set in the room editor).
I hope i made any sense  :)
#207
if you cant wait to the new version i´ll be uploading today or tomorrow that makes that thing more understandable:
if you want the game not to be in english by default, you could modify the Translate function as this:
Code: ags

/**/function Translate(string what){
/**/
/**/ //This is used only if there are any translations
/**/  string translation;
/**/  GetTranslationName(translation);

 if (IsTranslationAvailable()==0){ // if no translation file is being used
    SetTranslation(what,"walk to","ir a");
    SetTranslation(what,"pick up","coger");
    SetTranslation(what,"open","abrir");
    .......
 }
 else if (IsTranslationAvailable()==1){
    if (StrCaseComp(translation..... // the translations for other languages...

that is, changing 'ir a', 'coger' and 'abrir' and so with the words in your language.

EDIT:
or, you could also make your game directly in your language. A fast way to do it would be dumping the script to a txt file (from the 'game' menu), open it in a text editor that allows a 'replace all' kind of function, and then replace every "walk to" with the words in you language, "look at", "use".... every verb or preposition used, and then loading the script back to AGS (after making a back up ;) ).
That way instead of if (UsedMode("look at")) you would use the word in your lang, and the same for setting modes and so on.
However, you could also replace them one by one, but that would be boring ; )

I hope i make any sense.  :)
#208
QuoteCan I point out that the unhandled_event thing breaks completely in 2.6betas due to the new function type checking
yes, tomorrow after work i'll upload the new versions..., now im going to bed :)
QuoteGoToCharacter(MEL,2,0,1);

I have discovered that this command makes the player character walk to that character that is displayed and turns to him but I'm not sure what the numbers are standing for and the command isn't in the help part. Does any know the fully information behind this command?
yes, the commands are:
1)- int CharID >of the character you want to go to;
2)- int direction > at which side of the character the player must go and stay:
0 - the shortest way;
1 -up (behind)
2 -right
3 -down (in front of)
4 -left
3)- int npc faces player > if 1, the npc will face the player character, if 0 he won't
4)- int blocking> 1 blocking, 0 nonblocking
#209
Why dont you just try it before posting? : P
And im not so sure, but i think that wont work, just use a run-script with dialog_request and SetGlobalInt(1,GetGlobalInt(1)+1)
#210
Quoteconsidering that the game is often paused when you bring up a GUI, that would disable mouseovers for all modal GUI dialogs
yeah, sorry. i meant in some circunstances like the ones 'when interface disabled', as i dont want to grey the interface nor hide it, but if you leave it in 'GUI unchanged' it reacts to mouseover.... maybe a 'GUI frozen' option or so?
Thanks anyway pumaman!  :)
#211
QuoteIf you mean the text I am not sure what if anything could be done with that.
Yes, i was talking about the text, something like SetListboxColour and SetListboxHighlightColour. With buttons would be great too, but you could just use a sprite instead of text and change it.
#212
Advanced Technical Forum / Some suggestions...
Wed 19/11/2003 22:06:06
I have some suggestions, sorry if they have been requested before or if they are not necessary or just silly, but i´ll write them anyway...  ;)
1- I´d find useful to have shortcuts to the main ags functions (game_start, repeatedly_execute...) in the editor, like the ones appearing in the 'script' menu in the main window.
2- When the game is paused, i´d prefer that the mouse-over sprite in GUI buttons wouldnt show when the mouse is over them, like if the mouse wasnt there. I know i could turn the mouse over off for every button, but if you have many buttons it would be a bit tedious.
3- Now the text in buttons is vertically alligned at the top, and i think it would better, mostly in large buttons, if text were centered vertically. (or even better if you could choose :P).
4- I looked for a way to change colours of listboxes in script, but i couldnt find anything. if there is some way, please tell me, and if not, take it as another suggestion :P
5- .... noo! enough! stop asking proskito! ok ok.... :-[  ;)

what do you think?
just if they're easy to implement! thanks!  :)
#213
i think you could make a custom function for that in less than a minute  ;)
EDIT: example:
function FaceDir(int charid, string dir);
int xcoord=character[charid].x;
int ycoord=character[charid].y;
if (StrCaseComp("left", dir)==0) xcoord=-1000;
else if (StrCaseComp("right", dir)==0) xcoord=1000;
else if (StrCaseComp("up", dir)==0) ycoord=-1000;
else if (StrCaseComp("down", dir)==0) ycoord=1000;
FaceLocation(charid,xcoord,ycoord);
}

well, i havent tested it, but if it doesnt work you could use it for reference or ideas   :)
#214
its great!! i love the water, too. Did you make the pallete from scratch or took it from somewhere?? the water looks very FOA to me (which is good  :) )

the only thing that looks a bit strange to me is the transition between sand and the middle finger rock, and the sand and the vegetation (sp?),  seems a bit 'drastic', kind of artificial or so, but it might be just me, you know  ;)

i hope to see more backgrounds in this style!  :)
#215
You could use something like that for 'typing' text in a label, but this would be blocking:

Code: ags

function SetLabelTypingText(int gui, int object, string message){
int lenght=StrLen(message);
int delay=10; // the delay between typed characters, 10=approx. 1/4 sec.
int counter=0;
char charac;
string buffer;
StrCopy(buffer,"");
while (counter<=lenght-1){
charac=StrGetCharAt(message, counter);
StrCat(buffer,"x");
StrSetCharAt(buffer,counter,charac);
SetLabelText(gui,object,buffer);
Wait(delay);
counter++;
}
}


Not very suitable for characters speech  :-\, but anyway, hope it helps  :).
#216
The thing is that i changed the unhandled event function, so it has no parameters.
You could try to replace:
function unhandled_event()
with:
function unhandled_event(int fhgsh, int sjhgfs), so the number of parameters is right, but they do nothing. (a bit crappy aswer but ...  :-\ )

EDIT: Oh, then, it that would work, you should call every unhandled event with 2 parameters, which is not very good...

I dont know why in previous versions this didnt happen, and now it does.

Let see if chris tell us something...

2nd EDIT: I think i might have found a workaround:
you could do what i told you about putting two unuseful (¿?)  parameters, then, in order to not have to write the 2 parameters in the interactions, you could make a function named Unhandled, that would look like:
Code: ags
function Unhandled(){
unhandled_event(0,0);
}

and put it under the unhandled_event one, and also put it in the script header, replacing unhandled_event().
then in the interactions, you would write:
Code: ags
function inventory1_a() {
  // script for inventory1: Other click on inventory item
if (UsedMode("open")) Display("opening");  
else Unhandled();
}

it works for me.

i believe chris could have a better answer, but just in case...
#217
yeah, the second one is much better, but, although i think you did a good job in his right leg, i think you could improve the knee bending in his left one. Now it seems to me like he is kicking something. Try to start bending the leg not so late, i mean, when you walk you bend the leg for bringing your foot in front of you, so it begins to bend when you lift the foot from the ground, and in your animation, the leg keeps straight until the foot is just beneath the body.
(my f*ckin english!  >:( ) i hope you could understand that.
look at this for reference:
http://www.bml.psy.ruhr-uni-bochum.de/Demos/BMLwalker.html
Also, you could try to remove the upper part of the arm outline, to make it look not so attached.
hope it helps.
#218
Critics' Lounge / Re:Character - two styles
Sat 11/10/2003 14:19:03
heh, i would like a mix, coloured outlines, but darker than the ones in the second pic. if you just dont want to try, then i would say i like the first one.
#219
Quote from: TK on Wed 01/10/2003 08:02:54
Clearifying: How exactly could you check if the player hasn't run any interactions during the give time, say half a minute?
Maybe having a timer (or counter) restart every time the player clicks a mouse button, and then checking in the repeatedly execute if the number reaches the given amount of time (say 30minutes*40)? just guessing...   ::)
#220
QuoteVacas muertas no cocinan el pan
QuoteYo tengo la pesca en los pantalones....
They sound like some kind of spy passwords or so....   :P

Saludos a todos los españoles!   ;)
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