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Messages - Proskrito

#221
The problem with the ceiling is the perspective. Im sure that there are some great tutorials that could help you about this, its easier than it seems
with the perspective you have used in the picture, the ceiling would be impossible to see, it would cover part of the bg, and it looks strange. So, if you dont want to redo the background, you could try something like this:

its like if you would have taken the ceiling off, so you can see through it.
i´ve seen this style in several places, and it looks good to me.
And with practice you can get better and better in art, nobody is born knowing how to draw.
hope it helps  :)
#223
Quote from: LucasFan on Tue 23/09/2003 11:46:49
Someone should show them this: Spanish help
Yeah, but the bad thing is that function reference is not translated  :-\
#224
its a translated AGS, altough its not completely translated and some things are confusingly (english?) translated, and the help file isnt translated. From their webpage:
QuoteAsi es, PsycoWorm ha recibido la autorización por parte de Chris Jones para realizar la traducción al castellano de su magnífico programa Adventure Game Studio...
(Free translation: )
'Yes, PsycoWorm has got the authorization from Chris Jones to translate  his wonderful program Adventure Game Studio...'
So i dont know, i really hope this to be true.

EDIT: And yep, you need to register : /
#225
Beginners' Technical Questions / Re:Design
Mon 22/09/2003 22:15:34
Also, you can look this thread:
http://www.agsforums.com/yabb/index.php?board=3;action=display;threadid=6554
and a link that rodekill posted in there:
http://www.rodekill.com/read.html.
Por cierto, bienvenido al foro! (ya somos 5 españoles kreo! ;))
#226
you have to convert an int variable to string in order to display it in a gui label, something like:

int power = Random(100);
string buffer;
StrFormat(buffer, "Power: %d", power);
SetLabelText(GUI,#,buffer);

Then, if the 'power' variable is 57, the label will show "Power: 57"

#227
maybe the gui is in popup mode, and then when the gui is on, the game is paused, and then, if there is something like ' if (IsGamePaused() == 1){} ' in the on_mouse_click function, clicks arent registered?
just having a guess... ::)
EDIT: oh, but then left clicks shouldnt be registered also, and they are... :-\
#228
everyone collecting AGS resorces, feel free to add my fonts:

MI2 / FOA: http://galeon.com/golfa/otros/fuentemi2foa.rar
Action/menus - English / Spanish
speech & outline - Spanish
credits & outline - Spanish
DOTT: http://galeon.com/golfa/otros/fuentedott.rar
Action/menus - English / Spanish
speech & outline - English / Spanish
(you can get the credits font from Synthetique's fonts)

And LucasArts templates, (but warn that they arent 100% error free)
http://usuarios.lycos.es/golfapagina/bazura/


#229
oh yes, i see.  :-\
You could try to find that:

if (GetCursorMode()==4 && GetLocationType(mouse.x,mouse.y)==2 && Mode("give")){

in the LEFT button interaction in the on_mouse_click function in the global script, and then replace it with:

if (GetCursorMode()==4 && GetLocationType(mouse.x,mouse.y)==2 && Mode("give") && GetCharacterAt(mouse.x,mouse.y)<3){

tell me if it worked! :)

EDIT: btw, the unhandled event function is buggy, i think i'll have to redo it. sorry, but there is only a template user that is telling me the errors he is getting, so i cant ensure that it will work just fine.
And maybe this shoud be in the lucasarts interface thread, im not sure  :P
#230
Critics' Lounge / Re:Character c+c
Fri 05/09/2003 22:03:50
many many thanks!! all your comments and edits have been really useful!  :)
#231
Critics' Lounge / Character c+c
Thu 04/09/2003 12:00:54
hi, i made this female character:

She is supposed to be 19-20 years old, strong girl.
i´m not totally happy with her, maybe the proportions are not very correct? something about the legs? any advice (or edit) would be welcome! (and great!)  :D thanks guys!  :)
#232
"and" is written "&&" , (it is in the manual, i think....)
#233
Quote from: GinnyW on Mon 11/08/2003 17:48:59
And in repeatedly_execute:

 if ((GetLocationType(mouse.x,mouse.y)==1) || (GetLocationType(mouse.x,mouse.y==3)) {
 SetCursorMode(2); // use mode on characters and hotspots
 }
Oh GinnyW forgot a ')' !  ;)
that should be:
if ((GetLocationType(mouse.x,mouse.y)==1) || (GetLocationType(mouse.x,mouse.y)==3)){
 SetCursorMode(2);
}
just in case  :)
#234
Quote from: stryker on Sun 10/08/2003 22:16:13
1) make an inventory object active (in which mode the cursor have to be? what script must be run?)
the code should be SetActiveInventory(int inventorynumber)
you might want to use GetInvAt(mouse.x,mouse.y) for getting the invent. number of the item you clicked on.
the cursor mode could be the one you like, as you are handling inv. clicks in script, but the default mode (and most used i think) is cursor mode 2 (use).
Quote
2) keep the selected object active with its sprite on the cursor (the cursor mode must be the same as above?)
When you have an active inventory item, the cursor mode changes to 4 (i think). for having the item sprite as the cursor, you must uncheck "dont use inventory graphics as cursor" in the general settings panel.
Quote
3) use the selected object on another inv object or hotspot (cursor mode? what interaction must be selected in thetarget hotspot?)

the interaction should be "use inventory on hotspot/object/item...", and then check which item was used by something like:
if (character[GetPlayerCharacter()].activeinv == #){//if item number # was used
// do whatever
}

Dont know if that is what you wanted to know, hope it helps
#235
you could use

SetActiveInventory(GetInvAt(mouse.x,mouse.y));

for selecting the item that you clicked on, like:


int invitem;
invitem=GetInvAt (mouse.x,mouse.y);
...
else if (button==LEFTINV) {
if (GetCursorMode()==2){
if (IsInventoryInteractionAvailable(invitem,MODE_USE)==1)
RunInventoryInteraction(invitem, MODE_USE);
else SetActiveInventory(invitem);
}
else RunInventoryInteraction(invitem,GetCursorMode());
}


#236
have you deleted the LEFT and RIGHT mouse clicks? if so, any click outside the inventory wont be proccessed. you'll need left, right, leftinv and rightinv mouse clicks for the game, i think
#237
dont know if this could be the problem, but if your inventory gui is set to "popup mode" it will pause the game, and maybe the clicks arent proccessed(sp?) , and the game could look frozen. if so, you could set the gui to "always on" and write  'GUIOff(yourgui);' in the game_start() function.
For the 'opening a inv item' thing, just write in the Usemode1 interaction (the one that uses cursormode 8) in the inventory item interaction:
(or in the 'any click' interaction, i cant remember if inv. items have usemode1 and usemode2)
if (UsedMode("open")){
//your script, maybe turn off some items and turn on some
}
#238
The templates were last edited with a beta version :-\ sorry.
you will need that.
#239
to define interactions for extended modes, in the Extended modes interaction (cursor mode 8) you should write something like this:
if (UsedMode("push")){
//do push interaction
}
else if (UsedMode("pull")){
//do pull interaction
}
else unhandled_event();

EDIT: with the template there should be a text document explaining these things, try to read it and understand my english ;)
#240
i think player.activeinv returns the item that you have selected. or you could make GetInvAt(mouse.x,mouse.y) just after clicking on it, or, if you want to know the indexes of all items displaying beforehand, and the inv is in a fixed position as yours seems to be, you could make GetInvAt with the coordinates of the inventory slots, but maybe there is a smarter sollution.
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