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Messages - RetroJay

#541
Hi Everyone.

Right. I am doing very well with my game although still a long way to go. But I have a small annoying problem.
In one of my rooms I have a piece of machinery that moves up and down. For this I use-
Code: ags

object[0].SetView(7);
object[0].Animate(0,5,eRepeat,eNoBlock,eForwards);

Now some things happen and the machine grinds to a halt. For this I use-
Code: ags

if (object[0].Animating) {
  object[0].StopAnimating();
}

This is my question.
Is there a way that I can get the animation to stop on a specific frame?  (At the moment it stops on whatever frame it wants).
Also, just out of interest, is there a way to start an animation on a specific frame?

Any help would be wonderful.
Thankyou.
Jay.
#542
Hi Maverick.

Yeah. That seems to work just fine Thankyou.
However I just took:-
Code: ags

if (button==eMouseLeft) {

and placed it within my code where I don't want both mouse buttons to work the same on GUI buttons (i.e. Intro screen).
You see most of my Intro buttons are Hotspots that all seem to work on (Only) a left click. The only GUI buttons I have are "Exit" and "Restore Game" within my Intro screen.
In saying that though I do like the fact that by using this piece of code I can now stop all GUI buttons from using the right click of a mouse.
So once again thankyou.

Jay.
P.S. I hope this has also helped JP. If so then we can call this (SOLVED). . . . for now. ;)
#543
No.
I have found that if you right click on any of the GUI icons within the ICONBAR then the game treats the right click the same as a left click (walk, talk, look and interact).
However if you do right click on "save game icon" " Load game icon" and "Exit icon" when the next GUI appears (i.e.  Exit game "Yes" "No") then you can only use the left mouse button.
I have looked inside the GUI`s and all of the icons are set to "Left click - Run script" except for "Look, Talk, Walk and Interact" which have the
"Left click" option set to "Set Cursor Mode".

I think that the only way you will really understand is if you try to play a game yourself (written with 2.72) and see what I mean.

Jay.
#544
Yes I found this as well.
Gui`s seem to respond to either (left and right) clicks and do the same thing.
Like on the load and save icons. If you left or right click they will both open up the load and save GUI.
I would like them only to respond to a left click of the mouse but can`t find a way to do this.

Jay.

P.S. Not that it is a huge problem for me. But I made a "start game", "Skip intro" and so on within my intro screen with hotspots and all of these work with just a left click of the mouse. Then I used GUI`s for "Exit" and "Load" and found that both left and right clicks of the mouse do the same thing.
#545
General Discussion / Freewebs.com
Wed 21/05/2008 02:01:37
Hi all.

Just wanted to know something.
I have been looking for a way to share my first attempt at the first part of a game I made.
However I do not have a web site of my own. I have heard of (and read) about "freewebs.com" on the forums here and after looking at this site seems to be just what I need.
But reading some feed back on the forums here people don`t seem to like it. (I could be wrong). :-\

Please any help on this subject would be appreciated.

Jay.
#546
Hi TwinMoon.
Thankyou ever so much for your help.
This works just as I wanted.
what is strange though is the coords I had to use to get it to work. Now I know originally I said I wanted it to pause half way through
But in actual fact I decide to pause it on the 1st quater 2nd and third so there will be dialoge on all three sections of the intro screen.
I calculated the coords needed but on the last section it didn`t travel far enough to the end and paused for a long time before game continued.
Anyway this is what I have ended up with and it works a treat.
Code: ags
DisplayMessage(0);
int xpos = 0;
while (xpos < 322) {
  SetViewport(xpos, 0);
  Wait(1);
  xpos = xpos + 1;
}

//do some stuff
DisplayMessage(1);
while (xpos < 642) {
  SetViewport(xpos, 0);
  Wait(1);
  xpos = xpos + 1;
}

//do some stuff
DisplayMessage(2);
while (xpos < 650) {
  SetViewport(xpos, 0);
  Wait(1);  
  xpos = xpos + 1;
}  


If you can see where I have gone wrong with the coords then please let me know.
Once again. Thanks.
Jay.

Don`t worry. It was my fault. I didn`t need the third section at all. I was getting confused with my sections of screen and where my dialog was going. ::)
Just used your script as is and now it works like a (Good) dream. ;)
Thanks for your help.
Jay.
#547
Thanks TwinMoon.

I tried something exactly like that but without the "xpos = xpos + 4;".
But it now works with that line. Thanks.
However I removed the "ReleaseViewport();" as this sends the screen back to the begining.
One other question.
Is there anyway to get the scrolling to pause for a while at specific coords before continuing?

Jay.
#548
Hi everyone.
First of all I am using AGS 2.72.
Right before anyone tells me to read the manual or search for the answer. I Just want you all to know I have done this and came up with a few things I
thought would help but alas they did not. :(

I have a scrolling room of 1920x480 (a picture of outer space). Now what I am trying to do is create an intro sequence where the room scrolls from left to right.
But I want it to stop scrolling half way through. What I mean is that the room is three 640x480 sections. the first section will have writing on it I then want it to scroll to the next section (after mouse click) and then onto the third section (after mouse click). -(God I hope this is clear enough!)
Obviously the player character is not vissible because its a readable story intro with still pictures.
Can anyone help me please.

Thankyou
Jay.

#549
Quote from: Nacho on Fri 16/05/2008 12:32:49
I was not able to see what was going on in the fights between alien and Predator (Predator in CAPITALS, please, best moster ever...), but that is becoming common, happened to me also with Spider-man vs. Venom in SM3.

Annoying.

Sorry. I actually meant by writing Preadator in capitals that he is my favorite monster and the most important.
Should I not use capitals in this context?

Jay.
#550
Hi All.

Tell me has anyone seen this movie.
If so then I am sorry!!

Tis the biggest steaming mound of dragon dump I think I have seen for a long time.
Most of it is filmed in near darkness and the parts I could make out were shite.
All they needed to do was throw in a lunar eclipse and you could watch a black screen (It might have been a good film then!) ;D
The acting sucked and I just wanted the PREDATOR (Yeah right!) to kill everyone as I had no emotional feelings for any of the human characters.
Oh and in the 10% of the film that was daylight they might aswell put in a solar eclipse. That way you might think it a duff DVD and get a refund!!
AVP I thought was a good film but PLEASE avoid this (AVP2) like the plague.

JAY. 
#551
Yeah.... You could do what Khris said. That will probably sort the problem. ;)

Damn!!
I thought I was actually going to be able to help someone for a change.
Alas this however is not the case. ;D
#552
Hi McTroopers.

I assume that your character is only able to walk along the bottom part of the screen?
If so have you created a walkable area along the bottom of the game room (where he can walk) and in the "Character tab" placed him/her at
X and Y cords so as your character is within this walkable area?

When your character then walks left or right the screen should just scroll without any probs.
Hope this helps.
Jay.
#553
Thankyou Khris.

your script worked just the way I wanted it to. ;)
I am begining to see now, after getting nowhere for so long, how "Variables" work.
I am sure that there will be many more questions though.
If everyone is as helpfull as you then I'm sure there will be no problems.

Rest assured that I WILL fight many days to solve things myself before asking for help.

Once again. Thankyou.
JAY.
#554
Aha! I see.
That SHOULD work a treat. :)
Unfortuanately I can't try it now until Monday. :(
But thankyou very much for your help Khris.
I'll let you know how it goes when I try it.
JAY.
#555
KhrisMUC.

Have I upset you in some way?
You have helped me before on this room and I was most gratefull.
But this has not helped me at all.

I don't understand Variables very well.
could you please be more clear.
Thankyou.
JAY.

OOh! Wait a min. Variables. Thats "IF- Blah balh. ELSE- Blah blah". Is that right. If so then YES I have been using Variables.
However I have been looking through the manual (to do with variables) and have found nothing that really helps me with my prob. Sorry!
#556
Hi all. ;)

First off I am using AGS 2.72.
I have two buttons in my game room that I have made hotspots out of. One opens a door and the other opens a monitor screen.
I have no problem getting them to do this. I want the player to be able to activate whatever button he/she wants first. This also is not a prob.
The problem I am having is this.
I want it so as if you activate the door button before the monitor button (you get sucked out into space). ;D
But If you activate the monitor button first some dialoge appears saying "It looks safe out there" or something like this.
Then you can activate the door button without the (getting sucked out into space) part.

Some help would be fantastic as it means this room would be complete and I can move on.
Thankyou. JAY.
#557
Ooops! Yeah sorry about that.
You're right Khris I should have posted this in the module's thread. :-[
Last night I wasn't sure where to put it cos I don't need help with the scripting. Just background frame.
But reading my own post now I realise that I have made a boob.
I'll copy my message and post it in module's thread instead.

Thanks Khris.
Jay.
#558
Hi there guys and girls.
I hope that this is the correct forum to post this in.
I am having trouble with Module- LAKE 1.0.
I can kind of get it to work but do not understand about the background frame. I have left the module script as is.
But do I make my background frame an exact replica of my room frame or do I need to remove any parts i.e. where my pond is.
I also tried to make a graphic out of my room frame, as said in what I have found to read about it, but am still having probs.
I have a round pond in my game and would love to get this Module to work.
Could anyone please give me a few pointers on how to do this please.

Thankyou. JAY.
P.s. I saw a screen shot of a test game that ICEMAN (I think) made and it looked fantastic.
How the hell he did it I don't know. but it is the same effect that I am trying to do.

Oh. just one more thing. My pond takes up the left hand corner at the bottom of the screen. and this is causing probs with the character reflections.
#559
Horray for Gilbot!! ;D
Absolutely bloody fantastic.
Thankyou ever so much it works pefectly. Using your script in "Player enters room before fadein" I put this:-

Code.

  // script for Room: Player enters room (before fadein)
if (player.PreviousRoom == 1) {
return;
}
else {
player.FaceLocation(player.x, player.y + 100);
}

Where return is I will put some more code in there later to make him walk (automatically) further into the room and maybe some dialog.
Once again Thankyou.

Jay.
#560
Hey Gilbot!
Took a while getting back cos I was kicking myself black n blue. ;)
That works a treat for the two doors. BUT I should have mentioned this before. There are actualy 3 doors in total the third being the one you
originally enter this room through which is on the right wall.
When he enters through THIS one I really wanted him to automatically walk left slightly into the room and stay facing left.
With your bit of script that I placed into "Player enters room before fadein" he now faces forwards when entering through all the doors in this room. Is there a way to make him face left when entering from the right door but facing forwards when entering from the 2 top doors.
Sorry to be a pain in the ass. ;D

Thanks for the help. BTW what does the 100 in that script do?
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