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Messages - ScottDoom

#41
Hmm... Could you be more clear?

What won't appear on your screen? A custom GUI you've already made? Is it set to pop-up with a click or key press? Is it set to scroll down when you move the mouse to the top? Is it supposed to always be visible?
#42
Sorry if I'm ruining it ProgZmax, but is the threat that formation of rock that looks like a monster (right of blue) or just the bats hanging in the top right?

Nice background too.
#43
I'm not sure what you mean by "there is nothing to work on" in the GUI section...

If you want to make a custom GUI hit the GUIs panel, then click GUI at the top and hit New GUI. Put in an image, a size, some buttons, choose how you want it to appear, and get crackin'.

I recently (as in yesterday and today) made my own custom GUI that I'm pretty proud of. View my thread (Right-Click GUI) for some answers in there if that's what you plan on doing.
#44
Critics' Lounge / Re: Dog pixel art
Thu 19/01/2006 01:07:57
Hahaha. I don't know if some of these replies are for real or sarcastic, but obviously the "pixel art" posted above is fake. It's simply a photo resized up with pixel resize, and maybe some other filters and effects.
#45
"Oh, I see," says the blind man.
#46
Can I have a character say a Global Message rather than the "narrator" display it?

Otherwise I'll have to make a Message 0 in every room with the same message for the player to say when he talks to himself.

Or could I possibly handle it with dialog? Dialogs are also global, right? Or are they room-specific?
#47
Alright, new potential problem. Although the game (animation and such) is paused when the GUI is up, I can still click interactions on the game screen outside the GUI. As in, if I select Examine from the GUI and click it on the character the game displays the message even though the game is paused. What's up with that? And I can't just not allow left clicks while game is paused because then the player couldn't even select a new icon.

Edit: Nevermind, I fixed that. I did a check to see if the game was paused and if so a left click defaults to Walk, so clicking Look or something on a character while the GUI is up will not result in the game displaying the message. Although now once the game is un-paused the character walks over to the spot where the player clicked off the GUI, if they did so.
#48
Sounds nifty! I might enter in a bit although my art skills aren't that great. It's always good to practice.
#49
Like I said I'll team with some. Starting the 22nd? Hmmm... I have a four-five page paper assignment on terrorism due for English Comp & Research and a bit o' reading from a book to do but I'm pretty sure I can still squeeze in time for a mini one-week game. I'm already working on a game (see sig) that will hopefully be my first finished game but I can post-pone production on it to enter a contest like this with a partner. It'd be a good learning experience.

PM if you're interested. I can script, draw backgrounds, and draw characters but I cannot animate arms or legs very well, and I have no experience with making sound or music. In other words, if you can make music and script please make love to me through the PM box.
#50
strazer, I don't believe I'll be resizing the GUI at all. What I have drawn is pretty much the final and that's how it's going to stay. Although now I'm wondering once again, since I have it set to pop up at right-click on location except when past the defined points (so it won't go off screen) then what about when it comes to those scrolling screens I mentioned earlier? Will it not go past say mouse.x 209 or is that... like... yeah.Ã,  ???

Anyways, as for right now it works (Ashen's code). At first it didn't work but I threw in a couple of { }'s and erased some others and eventually it got it right. Hah hah. I guess I can go ahead and make a blank scrolling screen in my demo game to check if it'll pop up the right way in scrolling screens...

Edit: The code does work with scrolling backgrounds.  ;D So that's it. I think that's all my GUI questions. Thanks for the help everyone.
#51
Thanks, Ashen. I'll try that out after lunch (just got back from class).

Also you have written:
if (guix > 219) guix = 219;
if (guiy > 189) guiy = 289;

The first two numbers match, but those second two numbers don't. Was that a typo or am I not understanding the code?
#52
Alright... I just made it so it pops up where the player right-clicks, even though this sometimes results in the GUI being off screen it's not a huge bug. They'll just have to right-click again and bring it back up in the middle more. I didn't really understand the whole GetViewPortX() thing. Do I need to put a value in there?
#53
I have posted a request for help with the music and sound, but I haven't recieved any offers yet. Once I had Scorposer help me with music for a game that I unfortunately never finished.

I also dropped a bit of art into the C&C section and got a few pointers, but I guess to be honest I'm happy with my art even though I know it's not the best. As long as objects can be recognized by the players then I'm content.

Anyways, I've just finished coding the basics of the custom GUI and now I will be starting the process on finishing the programming for the demo/mini-game (I already have all the graphics drawn unless I think of more).
#54
Critics' Lounge / Re: A regular guy's bedroom
Wed 18/01/2006 04:51:18
Yeah, the odd resolution and the lack of space for a character to move around make it unusable as a game background. I mean of course I could also mention the art and perspective, but hey not everyone can draw and I know that because I can't draw. The room has a lot of objects and stuff for the player to interact with, and if the resolution were changed and more space was cleared for the player to actually walk around and interact with said objects, it would be nice.
#55
Thanks a lot khrismuc, that works.

Just out of curiosity, how do you go about figuring that out? I mean I used the Help search function of AGS and typed in things like Button, btn, mouseover, mouse, GUI, etc. to try and find the right keywords to use in the script but I wasn't getting anywhere fast.

Edit: Alright, new problem.Ã,  :) Right now I just simply have it set to pop up at a specified location on the screen after rigth-clicking, rather than popping up where the player right-clicks. Now I've got a question... I already have an extended background that scrolls, so if the player is all the way to the right, will the GUI pop up at the room coordinates x,y (thus being in the left portion where the player can't even see it) or will it pop up x pixels from the left, y pixels from the bottom, thus always popping up in the center of the screen?

If it's going to pop up where the player can't see it, I'm gonna need to fix it. Otherwise I'll leave it as is.
#56
Competitions & Activities / Re: January MAGS
Tue 17/01/2006 23:07:47
Will it not allow you to upload a file that big, or did it just time-out when trying to upload?
#57
Critics' Lounge / Re: Police office bg!
Tue 17/01/2006 22:58:52
Yeah, I agree that the posters should be left in their original language. And I really like the darker version of the room. The bright one was way crazy.
#58
Competitions & Activities / Re: January MAGS
Tue 17/01/2006 22:15:31
E-mail it to me (scott26@byron-koontz.com) and I can upload it to my web space.
#59
Actually my idle view isn't working by default. It says, by default, it should take 20 seconds but I let my character wait and the idle view never started looping. I tried changed it to 0, because I want it to play as long as the character isn't moving or playing another animation, and it still didn't work. Edit: Ok, figured out the idle view thing and got that working finally.

Also, a part of the script that was already there (mouseClick Left blah blah) jumped up on its own into the keypress blah blah area without warning which was really weird. I have no idea how it happened, but I simply exited my game and reloaded it and it was back to normal. So that's not a problem.

I just read into the scripting tutorials once again and also looked at my old code from my half-complete game and everything made sense and looked easy, so I don't know why I'm having so much trouble now.

What I still need help with: Making the buttons on one side of the interface "light up" although the mouse is scrolling over buttons on the other side. Is this possible? I'm going to play around and see if I can figure it out...

Edit again: Hmm... I've tried a code similar to what you suggested Ashen, and I'm not getting the light-up thing to work. I've got this:
Code: ags
function repeatedly_execute() 
Ã,  { if (gKarma.GetAtScreenXY(mouse.x, mouse.y) == Buttonlook_graphic) Buttonlook_text.MouseOverGraphic = 129;
else Buttonlook_text.NormalGraphic = 134;
}

It says it can't recognize Buttonlook_graphic basically. If I take out Button and just leave look_graphic it says it can't convert *GUI to *BUTTON or something weird... Any ideas? It's not 100% necessary for my GUI to work this way but I'd like it to.

Edit once again: Alright. I tried typing that above code from scratch instead of pasting it in to see what the editor gave me as options, and after typing { if (gKarma. "GetAtScreen" isn't one of the options that pops-up so is that a problem? There's some other options, like X and Y but I'd assume that's a check of the location, and not mouse position on the GUI.

But I understand what we're trying to do... Make a check to see if the mouse is over a certain graphic on the left, thus changing the status of the graphic on the right from normal to mouse-over.
#60
Whaaaaaaaaaaat. A piece of my code just jumped from one section of the global script to the other and I didn't even touch it. When I moved it back I still get an error.  :D

I mean last time I coded my half-game I had no problem but I just did some basic character and object scripting along with some room-specific scripting. I didn't try creating a custom GUI or anything extra.

Right now I'm trying to get the idle view to work and it's being a pain. I looked at the manual and found the code, but I don't know where to put it.
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