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Messages - Proskrito

#61
glad it helped : )
to the second question, its not related to the lucasarts gui, and you already started a thread about that : /
maybe you posted it here, and a moderator deleted it.
no need to post it twice, if its anwered, it will be in the appropiate thread more likely than here.
#62
i solved it in a couple of minutes (damn!), but i cant see the relationship between the name and the game... ???
maybe i solved it by other means...  :-\
#63
i tried something with the path:

i'd make it more curvy, too, and add vegetation (sp?) and such things.
as always, i like it so much! : )

EDIT: forgot to say that i only did the path, the new composition and stuff is farlander's : )
#64
i dont have them, but you can extract them from the template (right click on sprite->extract sprite to file, or, right click on sprite-> copy sprite to clipboard, then paste it in you graphics program)
#65
ge_1 , have you tried to change the constant FIRS_INV_SLOT_COORDS to the x and y coordinates of your inventory? its the only thing i can think of.
Wackojacko, for the first thing, look in the GoTo function this line:
if (locationtype==2) arrived = GoToCharacter(GSlocid,0,1,blocking);
and change it to:
if (locationtype==2) arrived = GoToCharacter(GSlocid,0,0,blocking);
this way, npcs wont face the player anymore.
the blinking view is for sierra style speech, i believe.
(but the template wouldnt have any effect on that, though)
#66
mmm you are passing 0 as 'blocking', so the command is non-blocking.
try to set it to 2 instead, which is for semi-blocking actions:
if (GoToCharacter(HIPPY, 2, 0, 2)==1){
...
does it work this way?
#67
ah, i'll try to fix that bug.
If it happens only with one thing, as a temporal walkaround, maybe you could try to not use the auto-walk thing, and script it instead, and see if it happens this way
for the exit thing, you are supposed to set the walkto point of the path hotspot very close to the screen edge where the character should disappear, so the player will go first there, and then out of the screen. It needs to ignore walkable areas in order to go out of the screen.
#68
Critics' Lounge / Re: Inside Space Ship
Thu 19/08/2004 12:50:47
i think a more dramatic lighting will help to get a more dottish look, something like this:



crappy paintover, but i hope you get the point : )

#69
Critics' Lounge / Re: Inside Space Ship
Thu 19/08/2004 00:17:48
any light sources? i think they help to achieve dott style, the 'light cones', the reflections on various things, specially you could work on shiny things, like the glass jars or the pipes, to give a more dottish look. (for example, in weird eds room there is a huge copper pipe, i think, look at it for reference) ...
i'd say work on the lighting (?) a bit more.
Other than that the background looks great!  :D

hope this helps : )
#71
GetLocationName works for me with inventory items
#72
you should go:

if(GetLocationType(mouse.x,mouse.y)==0) {
    if(GetGUIAt(mouse.x,mouse.y)==COIN){
      if(GetGUIObjectAt(mouse.x,mouse.y)==0) SetLabelText(COIN,4,"look");
      else if(GetGUIObjectAt(mouse.x,mouse.y)==1) SetLabelText(COIN,4,"talk");
      else if(GetGUIObjectAt(mouse.x,mouse.y)==2) SetLabelText(COIN,4,"push");
      else if(GetGUIObjectAt(mouse.x,mouse.y)==3) SetLabelText(COIN,4,"climb");
      else SetLabelText(COIN,4," ");
    }
  }

otherwise, it would check all the 'ifs', then reach to the one that checks if its button 3, and if its not, (which is the case if you are in button 2, for example), put the empty line in the label
I hope i made sense : )
#73
here is another similar way:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=15585.0#msg191420

EDIT: sorry for not reading everything, just add ';' at the end of lines 13-16
#74
SetCharacterIdle(EGO, IDLEVIEW, 5);

changing EGO and IDLEVIEW to whatever you need
#75
you did this:
- SetCursorMode(MODE_USE);
Changed the cursor mode to mode 2
- SetMouseCursor (4);
Changed cursor mode 2 appearance to look like mode 4 (which had a item as cursor pic, because you hadnt deselected the active inv. item yet)
- SetLabelText (0, 11, "Use @OVERHOTSPOT@");
....
- display ("222");
....
- SetActiveInventory(-1);
Now the active item isnt selected, but the cursor mode 2 (in wich you are currently) still have the item as cursor pic, as you told it to have before

This is what _i think_ was happening, the item wasnt really selected, but you had its pic as the cursor.
Maybe you mistaken the purpose of SetMouseCursor, because i think it has no use in what you wanted to do, and that might be causing the problem
#76
why dont you test it yourself?
i think it works with characters too : )
EDIT: Not sure about scaled down antialiased characters
#77
if (button==6) {                       // My Use Button
  SetCursorMode(MODE_USE);
  SetActiveInventory(-1);
  SetLabelText (0, 11, "Use @OVERHOTSPOT@");
  Display ("Active inventory: %d", character[GetPlayerCharacter()].activeinv);

  }

Try this and tell us what does it display
#78
no, -1 should deselect the active inventory.
Why do you have that 'SetMouseCursor(4)' in your script? do you really need it?
if so, maybe you could try to put SetMouseCursor(4) after SetActiveInventory(-1) and see if that helps
#79
Selected or displayed as cursor pic?
#80
you cant scroll dialog options at the moment. You could make an option called 'more..' or something like that, and make it hide the upper options and show the lower ones.

character[CHARID].name is the variable that stores character CHARID's name, so you can change that. However, you cant change hotspots/objects/ inventory items name.

Both things should be in chris' list.
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