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Messages - RickJ

#2041
Hints & Tips / Re:uncertainty machine
Tue 13/05/2003 01:00:53
Use you mous to highlight the clues below.  I am not sure how far you have progressed but maybe this will help.

Spoiler

Madji is thinking of a vacation, perhaps? Get out of his office. Use your mobile phone to call the police. You’ll make a prank call so that Madji gets out of his office, leaving you free to search. So, go inside Madji’s office. Look at the files and search the trashcan. You now have some more notes on your notebook and a trashed report. Look at both. So, who is this Obrero guy? Get out and talk to the policeman. Obrero is the commissioner… Go again to Madji’s office and talk to him. He doesn’t think too much of Obrero’s intromission… Get back to the newspaper. The newsroom. Go to Colin’s office. Use a card (your press card or credit card) to break into Colin’s private room. Pick up the glove at the shelves (on the right) and the cigarette near the stereo set. Go back to Colin’s office and use the glove on the aquarium. Susan will find a plastic bag in the fish cave. Look at the plastic bag (in your inventory) - there’s Colin’s card - boy, isn’t he twisted? Go to the lift and use Colin’s card in the slot. Now press button 11 to go to the Administration floor. Look into everything, but especially search the vase on your left. Susan finds another cigarette - she knows how to add 2 and 2 and concludes that Pete was at Colin’s private room and at the administration floor (probably the night before when Colin overheard the meeting about the painting). Look at the access control panel. Susan doesn’t know the code. You may try it: use Colin’s card and press a few buttons. Unless you are very lucky you won’t crack the code. Use the nail polish on the access control panel - so that when someone uses it, it willl leave the marks on the buttons that were pressed… It’s time to make it a day, so leave the newspaper building…
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#2042
The RunAGSGame() variable "game.previous_game_data" is not listed in the "Variables" section of the help file.  
#2043
TK: I didn't think of that, but your'e right.  I suppose that's Miguel was doing to dissapear Roger from the screen.  The whole discussion makes more sense now.  

 
#2044
QuoteIF the main char isn´t on the room, will other character make the room scroll?
Scotch is right,  the room displayed on the screen is the one where the player character is at.  

Please don't feel like Scotch was picking on you Miguel, because when I read his reply what I understand is that he is trying to  help you but is unsure if he understands the question.  So his comment "but thats pretty obvious..."  means that he doesn't think he answered your question adequately.  :)  
=====

Are you trying to use this for something or are you just curious about it?    
#2045
There aren't any script commands.  You just need to manipulate the character's gobal variables directly.  So you need to do the following:

StopMoving(NPC);
character[NPC].room=room_number;
character[NPC].x=xposition;
character[NPC].y=yposition;
#2046
I don't see why something like this couldn't work.  Subtract an offset from the counter in each room acccording to that room's relative position as you suggest.  Then if the adjusted position is less than 0 or greater than 640 turn the object off so that it is not visible.  I guess 0 and 640 will need to be adjusted a bit to accoun for the width of the cloud as you also have mentioned.  But I think you get the idea.   Evaluate if the cloud should be on or off in the "before fade-in" interaction as well as the room's "repeatedly execute" interaction.   Let us know how it turns out.

You cold also make a really wide room, say 1920 pixels wide and let AGS scroll across the width.  Then you would only need to move the object in one room.
#2047
This sounds like a canidate for an arcade demo game in the upcomming Demo Quest Remake.  MS would you be interesting in contributing such a thing.  I think I can find you some scripting help if you do the art and basic requirements.  It will enup being a stand alone  mini game that is called from Demo Quest via RunAGSGame().

Let me know.  Cheers ...
#2048
First of all, welcome to AGS wer'e glad to have you here.  

Now to your problem.   MP3 files are compiled into a seperate VOX file so that they can be distributed seperately.  So what you need to do is find and click the "Build VOX File"  item in the AGS menu (I think its in the GAME menu).  This will creeate a VOX file containing all the MP3 files used in the game.  I am not certain what is happening with the WAV music?  

Let us know if this helps.  Maybe someof the others have some additional advice.

Cheers
Rick
#2049
Whaaa! Hoooooo!  Way to go rat ;D
#2050
The limit is probably 200 chars the same as the limit for strings.
#2051
The following link is published in a sticky post in the Tech Forum.

http://www.agsforums.com/games.php?category=21
#2052
Advanced Technical Forum / Re:Some suggestions
Mon 05/05/2003 22:35:01
1.  Quick save was added recently to do this I believe...
#2053
Just one more question:  Did the inventory window ever have just a black background?  I could swear that it did when I first started the BlueGui project.     :-[   Oh well, just old age creeping up on me I'm afraid.
#2054
Ahhh! Man, when did the inventory window get transparent?  

*** Rick kicks himself in the ass to remind himself not to put his foot in his mouth in the future ***
#2055
Dragonrose has the right idea.   Further, when repeating events like returning to the street the nth time, you would want to remember that you were there before so that the first time you would get one description and different description(s) on subsequent visits, Dragonrose suggests (or even no description at all if there is nothing intersting to tell).

You could get around the save game thing by saving the game chronology in a numerical array.  You could then have a function that walks through the array and produces the text file.  The function could be run on demand.   In the event of  restoring a saved game the numeric array will be restored to it's previous state.

#2056
Sting Compare
if (StrComp(string1, string2)==0) {    // Strings were equal
}
else {  // Strings were NOT equal
}

List Box Text
string buf;
int      item;

item = ListBoxGetSelected(GUI, LIST);
ListBoxGetText(GUI, LIST, item, buf);
if (StrComp(buf, "something")==0) {    // Strings were equal
}
else {  // Strings were NOT equal
}

Hope this is helpful.  If not come back and ask more questions.
#2057
QuoteI'd also like to see a setting of background colour for Labels and text boxes and List Boxes and a nice border setting for labels.
With the other GUI items you can turnoff the border and make the background transparent and then procide your own background, scroll buttons, etc...  Except, of course, in the case of the inventory window.  My sense of estetics tells me that the inventory window background should probably be the same background used in other GUI windows.   Of course my wife tells me that I have a horrible sense for colors when I dress and that black matches everything, so I could be way of base here.  8)

QuoteThe GUI features are incomplete and could do with lots of small additions.
I wouldn't use the word incomplete but I too have a wish list a mile long.   I try to limit myself, though, to things I think are useful, practical, and implementable for fear of being exiled to the gen-gen forum. ;).    

Delta:  Thanks for your comments and support. Cheers ;D

#2058
I have a couple ideas about the GUI inventory window element that I would like to suggest.  

1.  Would it be possible to select the inventory window's background color or to select it to be transparent?  Having only black limits the number of possible GUI color schemes that are "artistically coherent" (hehe... thats an engineering term, I just made up, that means it has to look nice ...).

2.  Would it be possible to display multiple inventory windows simultaneously where each window is displaying the inventory of a specific character.  The character would be specified in the GUI editor and/or a script command.  This would open up many different GUI design possibilities and enhance the AGS gaming experience.

Do any of these ideas appeal to anyone else.  Please comment.  
#2059
Quote...However, if the 'adaptation' was to view the plot from a different angle, to put a new spin on the...
ShatteredSponge makes a good point,  if what you end up with is just a journal of events then it would be quite boring.  

As both ShatteredSponge and WildCaToad point out, the end result would need to be more and deeper than  a simple chronology of events  to be worthwhile.   There would be an opportunity to develop the characters and story in more detail than is possible in the game.  Sort of like how you normally get more out of the book than the movie.  

#2060
Adventure Related Talk & Chat / Re:Demo Quest
Sat 03/05/2003 04:26:02
QuoteOne request - try and do decent commenting on any scripts included in the game - the demo game will be distributed in its source form, and preferably people should be able to understand what the script is doing.
I couldn't agree more.  There also should be consistent coding and commenting styles as well.

QuoteI had encountered an issue though... In the old demo quest, we had some stuff that used the animation editor. Should we redo that stuff scripted,..
I would seem like the answetr to that is yes.  CJ please confirm for us.

Quote...Should we seperate the Demo Quest into seperate adventures for easier understanding of the source code?
I guess the main demo should include the original demo quest, and the AGS factory.  The factory would include a number of departments.  From each of the departments you would be able to launch seperate games.  What does everyone else think?  

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