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#5081
Sorry if this is wrong forum, etc. please move or whatever

Can anyone give me some adivde on PSP? I've got to put some text on the left and right hand walls of my room but I can't work out how to turn the text into the correct perspective. Funnily enough, this is easy to do in MS Word's WordArt but to do it there and keep pasting it over is a pain.

Thanks for your help!
#5082
General Discussion / Re:the diet...
Tue 16/09/2003 16:08:07
Quote from: Dragonrose on Tue 16/09/2003 15:57:18
EG I normally eat two bowls of cereal for breakfast, a bagel with cream cheese at lunch and a couple of chicken breasts for dinner.  This became one bowl of cereal, a peanut butter sandwich and a chicken breast.

Sounds like you should be getting scurvy real soon now... no fruit or veg? 5 portions a day is recommended!

I must say that I weighed about 67 kilos before I met my wife and now weigh about 80. And she still loves me! Part of this is down to my stopping cycling because I now live too far from work (15 miles, which I can do but I don't want to spend 2 hours a day travelling and besides I need to take the baby with me sometimes)

But my kilt only just fits these days
:( :( :(
#5083
I didn't know about DisplaySpeechBackground not supporting "&": the manaul doesn't really say and I've never tried it myself. This does seem like an omission from AGS.

As for it being a lot of work to use SetVoiceMode, etc. How is it a lot of work? Do it once in game_start function, surely?

Or do you mean on a line-by-line basis? If you do, then I'd make two observations:

1. Most games have all speech or no speech, not halfway
2. The player should be able to decide if they see the text or not: I wouldn't advise forcing them not to have the text.
#5084
Maybe this manual excerpt will help:

Handle inventory clicks in script - normally, if the player clicks on an inventory item, it is processed internally by AGS. However, if you enable this option, then clicking an inventory item will call your on_mouse_click function with LEFTINV or RIGHTINV, and you then need to process it yourself. You can use the game.inv_activated variable to find out what they clicked on.
NOTE: this only works with custom Inventory GUI controls
#5085
Ali... please post a .wav of you saying "Emotional Rollercoaster" in your best geordie...  ;)

Emoooshonal Roooolercooosta!
#5086
Text Script Functions -> Multimedia Functions

or also, you can use the setting in the acsetup program
#5087
General Discussion / Re: Cars
Mon 15/09/2003 19:48:09
I drive a '98 Ford Focus in metallic "Frozen Aqua". We call it "Iceberg". It's currently full of rusk crumbs.

#5088
My recommendation is to try putting DisplaySpeechBackground("&4 Hi there"); and dump out a translation file, because from my reading of the manual (it's not explicit about Background speech using the & notation) you can already do everything you want!

As for the "no message when speech is available": you can use SetVoiceMode and IsSpeechVoxAvailable to control this...

#5089
Templates require version 2.55 or newer (and require the template to be compiled in an older version than the one you are using), so I suggest downloading the latest version (2.56), backup your game, and move to the latest release.
#5090
Advanced Technical Forum / Re:Crossfading
Mon 15/09/2003 14:37:38
Do you mean that you have a textbox programmed to come up in your "after fadein" interaction?

You could move your textbox script to occur in the repeatedly execute on the following condition

if ((GetCurrentMusic() == *insert new track number here*) && (GetGlobalInt(23)==0)) {
// do your textbox here, then..
SetGlobalInt(23, 1);
}

Or alternatively, use a timer to wait a bit after graphics fadein before doing the text box
#5091
Advanced Technical Forum / Re:Crossfading
Mon 15/09/2003 14:16:41
Which text box comes up when? The problem description is a little vague!
#5092
Captain Mostly: you mean like this:



Rode:

I did the same photoshopping, but yours is better...

;D
#5093
That's because AGS displayes them as 16-bit, so gradients always look rubbish. Gradients are usually best avoided. Try using the smudge or smoothing tools over the gradient to dither it a bit?
#5094
does option-off 0 turn of the start message? If not, it should!
#5095
Maybe you can have a sign like many bars have for credit:

"Please do not ask for op status, as a banning from #ags often offends"

Thank goodness that my company's firewall kills IRC traffic, or I would get fired for spending all my time there...
#5096
I remember bulletin boards back in '91, when the idea of smilies was quite new but was useful to indicate to those of limited irony-detecting ability when something was a joke. It seems that they must not mean that anymore because everyone is taking this thread so seriously.

Anyway, it's not the nicknames I object to, it's thew poeple that use them  ;D ;D ;D

YES THAT WAS IRONIC, OK!!!!11!!!!
#5097
I think there's a tutorial or a thread with more on what Dragonrose said about multi-inventories: try doing a forum search.

As for character location, look under the help file, Reference -> Text script global variables

character[CHARID].x , character[CHARID].y

maybe the labelx and y can be used as an offset instead of absoulte for characters, although I suppsoe that you might want the label to be on the left when on the right side of the screen and vice versa?
#5098
Yes, I was aware that both my alias and my username have more capitals than words...  that's why I put so many smilies!
#5099
General Discussion / Capitals in forums names
Fri 12/09/2003 14:18:26
I propose that anyone joining the forums, as well as having to pass the (needing updating again) quiz, also has to use a username that doesn't have too many capital letters in. What with the uNdEaD and the YOKE and the PSOne, there's just too many caps... why do we need all this shotuing!!!  

;) ;) ;) ;)



Thanks to CJ for reminding me of the notice...
#5100
I think it is Longest Journey

No, I think Grim Fandango is much better

Why?

Well, it has bad controls, OK, but apart from that everything is perfect

Well,, I'm convinced.

Fine



I discussed it, and this thread will be locked as a duplicate soon anyway ...  ;)
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