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Messages - Revonx

#41
Quote from: ProgZmax on Sat 04/10/2008 08:44:17
Does Animation Master allow you to save the rendered frames as images?  If not you could always printscreen for each frame, import it into a graphics program, crop as needed, and save it as a png.  I know it sounds tedious, but it may be your only option. 

Thats exactly what I've done, except I'm using BMP. ;D

Thankyou all the same though. Revonx.
#42
Thankyou Gilbet, I shall have a look at the plugin, or for any modules that may be able to help. If its not possible, I will find another method to use the animations I have created. Much appreciated.
#43
Pretty sure this is not a beginners question, apologies if the admin deems it to be.

I use Animation Master V11.0 to create some of the characters and objects views. This creates a files known as .ACT (Actor files). I know alot of old SCI games used this feature, but I couldn't find anything about it being compatible with AGS or even how to intergrate it. If anybody is familiar with ACT files, please help.

Thanks in advance.

Revonx. ;D
#44

[/Can't wait to get my hands on your demo though.   ;D]
Can't wait to get my hands on your demo though.   ;D


You will be able to very soon, hopefully by the end of this week. Its not really gonna be a demo though, just something to show how the full version will play, I'm sure you'll enjoy it all the same. Because you've shown such an active intrest how'd you like to be the first to try it? Because you know the original quite well I'm hoping you can give me some advice as to what else the game needs, you don't have to if you don't want to, but I'd be very pleased if you would and of course I'll include you in the credits.  ;D
#45
Hmm got a problem

function dialog_request (5) }
SetBackgroundFrame (1);
  }

says theres a problem with '5' in the global script, do you know why
#46
Quote from: Pumaman on Sat 27/09/2008 15:52:09
The DisplayAt command allows you to display the standard text box at a specific position.

You could create a custom function called my_display() or something which could wrap DisplayAt to display text at your preferred position.

I've actually already solved this problem, but thankyou anyway
#47
Quote from: Pumaman on Sat 27/09/2008 15:49:15
Rather than changing room, have you considered using a second background frame for Granny? That way you could use SetBackgroundFrame via a run-script in the middle of the dialog to change which one was displayed.

Hmm, that sounds like a very good idea, didn't even think of that, a problem may arise when I've fixed the animation (lip and body movement) to the background, but I'll face that when I come to it, Thankyou.
#48
I'd like to continue a dialog between characters while switching rooms. I've been trying to do this using the new-room X command, but this unfortunatley aborts the whole conversation. To show you what I mean here are two screenshots from the game I've been making.



This is the player characters dialog options, works fine.



The problem occurs here where the new-room X command cuts off the converstaion before this character 'Granny' can reply to one of the dialog options in this case option 2 'Tell me about the caged child'.

Does anybody know another solution , I've experimented with global variables and annoying popup text boxes, I'm sure theres a module out there that will correct this problem, if anybody knows it.

Thankyou, in advance. Revonx.
#49
Quote from: Creator on Fri 26/09/2008 14:40:46
Quote from: Revonx on Fri 26/09/2008 13:27:33
Yes, but there are no settings for a text window, I'm not talking about an inventory window, label, text box, e.t.c

Woops. Sorry. Didn't read the title carefully enough.
I just checked it out and there doesn't seem to be anyway to control a text box's X and Y coordinates.

Khris's method seems to be the easiest method, though I'd have no way of knowing how to script it.

lol, thats ok, any advice is much appreciated, thankyou for taking the time to help  ;D
#50
Quote from: KhrisMUC on Fri 26/09/2008 13:08:46
Hm, considering it says GUI Text Window in the title, AGS probably resizes and centers the gui automatically, regardless of the editor settings.
I've never really used them, so I'm not sure though.
You might have to use a standard GUI with some labels, then break up the string and resize/position the GUI manually.

The only visible settings available for a text window are background color,  background image and text image, no standard GUI scripts apply, (from what I've tried) so I couldn't use a gGui.SetPosition(mouse.x, mouse.y); script for the text window. I don't really know what you mean when you talk about breaking up the string, could you possibly elaborate.
#51
Quote from: Creator on Fri 26/09/2008 08:33:10
When you open up a GUI, on the property tree (when no controls are selected) under the 'Layout' sub-category you can set the Height (How tall the GUI is), the Width (How wide the GUI is) and the Left (x) and Top (y) positions.

Without trying to sound rude, did you even look at the GUI settings before posting this?

Yes, but there are no settings for a text window, I'm not talking about an inventory window, label, text box, e.t.c
#52
Couldn't find anything in the tutorials, all I want is to increase the width and height and position it so its a rectangle at the bottom of the screen rather than a square in the middle of the screen. Thanks in advance.
#53
Quote from: KhrisMUC on Wed 24/09/2008 14:25:49
First of all, why didn't you post this in the existing thread!?

Secondly, don't throw together Dualnames' and my code at random, his doesn't even touch the Custom properties you've set up according to my example.

Read the manual entries about custom properties and mouse modes, understand them, then look back at this post and implement it.

apologies, I thought you were both talking about the same thing, I'll take your advice on board
#54
Quote from: Dualnames on Thu 18/09/2008 16:55:34
Reminds me of DiscNoir concerning graphics.. never played the original, this one does look nice.

Never played 'Discnoir', is that an AGS game, sound interesting.
#55
I thought that this might correct it, but apparently theres something wrong, keep in mind that I've already edited the rooms property schema for EXIT, Bool, with a default value of 0.

function repeatedly_execute()
  {
if (EXIT==true) {
Mouse.ChangeModeView(mouse.Mode, int EXIT = 1; view); 
}
else {
mouse.ChangeModeView(mouse.Mode,-1);
}
}


Any Ideas?
#56
Quote from: KhrisMUC on Tue 23/09/2008 21:11:21
If this is the complete script, it's no wonder the player is sent to room 4 right away.
There's only one option, so AGS doesn't let you choose it (since you don't have a choice anyway).

About the second problem: you can either fix the player's position in room 4's before fadein, or look into dialog_request and use player.ChangeRoom(4, x, y);

Thanks man, really appreciate it.
#57
The problems just seem to come from all directions when it comes to dialog.

1st problem: Can't get a simple script to work. It doesn't play @1 even when all the essentials are there, it just skips straight to ROOM 4.

// dialog script file
@S  // dialog startup entry point
return
@1  // option 1
new-room 4
stop

2nd Problem: When it does get to room 4 the player character ends up in some crazy XY coordinates (Up in the top left corner) I've been looking in tutorials for and haven't found much except a module ( claiming to fix this) which I couldn't correctly set up.

There are more problems, but I think this is enough to deal with for now. Thankyou in advance.
#58
Quote from: KhrisMUC on Tue 23/09/2008 11:39:44
I'm not surprised.

Check this thread for exit cursors & custom cursors for hotspots/objects/characters:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27407.0

Here's a solution to do exit & default cursors (object/hotspot->Interact, character->Talkto)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29123.msg370994#msg370994

Thanks Khris, I checked the threads, but that type of global scripting is a little too complicated for me, I'll keep trying though, thanks.
#59
Thankyou guys all the same, I've just figured it out, sorry for wasting your time
#60
// dialog script file
@S  // dialog startup entry point
return
@1  // option 1
new-room 5
stop
@2  // option 2
new-room 5
stop
@3  // option 3
new-room 5
stop

Its probably a simple explanation and I'm just being ignorant ;D
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