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Messages - Radiant

#5061
The easiest solution is to add two GUI buttons, that are respectively scripted to
  game.top_inv_shown += game.inv_items_per_line;
  game.top_inv_shown -= game.inv_items_per_line;

(my spelling may be wrong here, check the help page for game. variables)
#5062
Sierra-style dialogs only apply to characters that have a talking view (e.g. animated portrait).
With the mouse cursor, you should use SetCursorMode (MODE_WAIT) and that'd do it.
#5063
Walk around until you find the corpse (requires entering a certain room twice), then loot the room thoroughly.
Spoiler

That is, steal his glasses, you'll need them.
[close]
#5064
And which cutscenes would that be?
(maybe it's easier if you give me the timestamp or size of the executable; they should match if it's the same version)

#5065
Quote from: angelle1 on Wed 11/08/2004 23:08:36
sorry, I figured it out, but now I am stuck with the package.  how do you make friends with ed, and what do you put the tape in? do you leave thetape with just piano playing or what?  i need a FAQ or walkthrough or something.

There are several things at issue here. You make friends with Ed by developing the roll of film (which only Michael can do) which requires 1) finding it, and 2) getting developer fluid.
You put the tape in a cassette player, obviously. There's two of them in the game (okay, three, but the third is not accessible to you personally), not counting the cassette recorder in the piano room. To record stuff on the tape, put it in the recorder, turn it on, make a bunch of noise (e.g. playing the piano or playing a record) and turn off. Experiment. For instance, take the record from Green's room, record it on tape, then play the tape back at Green.

And by the way, yes that is purple slime, and it's part of the background story. You don't pick it up. Icky!
#5066
Quote from: Kinoko on Wed 11/08/2004 15:06:37
Huh? o_O Cirque de Zale DOES allow clicking through text.

Oops, I must have meant some other game then. I downloaded about a dozen to try out, then deleted most of them, and am still playing Garfield and Larry Vales.
#5067
I don't know, how do I tell the difference?
Ah well, I'll just redownload and start over.

Sorry about that, I don't usually read the 'finished games' forum so I only noticed the 13-page thread just now. I'll shut up now :)
#5068
No but it wouldn't be very difficult, just create a struct with an int (for the score) and a string (for the name). Add a sorting function. Suppose you want five high scores, then create an array with six; overwrite the sixth with whatever the player's last score was, and sort. Load from disk (RawReadFile iirc) at game start, and write whenever it changes. Voila.
#5069
There are several things in AGS that you cannot delete. Such as views and topics. I'd suggest emptying them of content, and then using them whenever you need a new one. They don't take up much memory anyway.

I believe the solution to your second problem would be to create your own dialog GUI, or use a standard textbox for that.
#5070
Dreammaster -> you can legitimally get the snakeskin, eagle feather and fly wings. Fyi.
You are correct about the unfairness of a certain puzzle, I'll add hints to it. And bugs noted, thanks.

Darfenq -> time is actually determined by your actions, not by how many seconds you've been playing. There are some timing-related things, such as the fact that when Manannan 'ports in, he will 'port out after five seconds - and yes, these are affected by the speed setting. But nothing important will change, and regardless of speed he WILL eventually do some nasty things to you. Figurit! :)
#5071
Advanced Technical Forum / Re: Character skips
Wed 11/08/2004 10:28:37
Okay, this one does it all the time for me:
http://www.liacs.nl/~psimoons/snap_obj.zip

Specifically, when I start it, the letters come from the top and bottom just as they are supposed to, but their movement skips the last twenty pixels or so. E.g. the top one moves from y=0 to y=60, then instantly jumps to y=80.
HTH
#5072
Hints & Tips / Garfield: hanging character bug
Wed 11/08/2004 10:24:52
Hi there,

I'm having problems in Garfield. I've recently created the lasagna and eaten most of it. However, now when I continue playing, the main character has a tendency to become stuck. By which I mean, he'll keep to a walking animation but won't change position any more, as if he were no longer on a walkable area. This happens in a large variety of places. Of course I can restore a game to get around it, but it tends to happen again.
Suggestions, anyone?

#5073
One thing that I consider very important, is allowing the user to click through text. I remember that I deleted Cirque de Zale because it doesn't allow that, and it gets annoying really fast if you have to wait for the character to finish speaking every time.

Similarly, use StartCutScene whenever the player has to wait more than ten seconds for anything.
#5074
If you must, you can do something with an array of structs, and search as per a binary tree. Scripts aren't particularly efficient, but then 95% of AGS's processor time is spent updating the screen, so it doesn't bother people even on a 300 MHz machine.
#5075
Exactly.

USE = click with hand icon
USEINV = click with inventory item
(and check character[GetPlayerCharacter()].activeinv to figure out which)
#5076
That would be a variable.
At the top of your script, add
int door_is_open;

If you don't understand variables, I'd recommend googling a beginner's course to programming.
#5077
Moodyblues -> you say that 'you know you need to feed the wizard to duplicate the potion effects'. I'm wondering how you think you know that, as it's 1.counterintuitive, and 2.wrong.
I'm not entirely sure if the wiz should zap you for the scroll, but then if he sees you walking around with his scrap paper he may just realize that you can read after all. Also in the original, he zaps you for most anything you carry anyway.
I should think it's pretty obvious that you don't want to drink the potion. You aren't told what it does but it is hinted at that it'd be bad for you "I don't like the sound of this at all".
Finally, I will actually expand the intro to show Alexander's kidnapping. Did you know that the original KQ3 was ill-received at first because people didn't get the link to the other KQ games?

Dreammaster -> Yes, you can get the bedroom key legit. You cannot actually get charcoal yet (you were supposed to, but a bug prevents it). And you can't use any spell-created item yet, but you can get the bears' key.

Fluxmaster -> The bandit chasing you is not an arcade, it's an actual puzzle. Well, okay it does involve arcade, but you can't just run anywhere like in QfG and expect him to give up.

JBiker -> They're doing QfG2, surely you're aware of that?

Deltamatrix -> Interesting idea, but it's kind of difficult to change the faerie tale involved without actually removing the bear (because the cottage will have to be there, and I'd hate to drop the bear gfx). If you have suggestions I'd be happy to hear them.
#5078
Quote
QuoteCharacter A set to ignore walkbehinds, and set to baseline 170.
Half of him is over a walkbehind with baseline 190 (which is thus ignored).
The other half is not over any walkbehind.
EGO will appear behind the walkbehind, but in front of character A. Why?
What baseline is EGO at at the time?
Zero, i.e. his feet. EGO was standing at around Y 160.

Quote
QuoteFinally, this came up in another thread, I thought it was my slowish computer but more people are having this problem...
I've replied in that thread.
Thanks!

Quote
What if you restart the game by clicking on a button (so that no
keypresses are involved)? Does the same problem happen?
Yes. I've tried all four combinations (bypassing the intro with keyboard or mouse, and restarting with keyboard or mouse) and in all four cases the game usually restarts to some point halfway or fully past the intro.
#5079
CJ -> maybe this is a solution...
don't use objects, but make a class of 'dropped inv items' (this option can of course be toggled off). Basically, any invitem can be assigned a room, X and Y (in the invitem editor panel). Then it will be displayed there, of course. If used with MODE_USE, the item is added to the player's inventory and it disappears frmo screen. If used with any other mode, the regular script for 'look invitem' etc are used, just as if you looked at the item from within your inventory.
Finally, whenever a player MODE_USEINV's an item on hotspot 0 on a walkable area, EGO moves there and the dropped invitem is put on the floor.
Okay this may be a lot of work for you but it would feasibly duplicate the Kyrandia interface.
#5080
SetInvItemDimensions ()
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