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Messages - Scummbuddy

#2721
Advanced Technical Forum / Re:Templates HELP!
Sat 26/07/2003 17:40:49
you get that because Proskrito wanted something in the game to show that he had some help in creating that template that you are using.  

To find it in the script, you scroll down to

OnKeyPress:

(might be line 519) if (keycode==359) Display("Adventure....blah");

change the keycode to something like 368 *F10* if you want to use F1 for your options panel.

The line right below it is also the code in question:

*may be line 520* if (keycode==363) GUIOn(OPTIONS);   // F5 - OPTIONS

so then we'll make a copy of the code.

So here is what you will want in your OnKeyPress section:

 if (keycode==368) Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2003 Chris Jones[[SCUMM template by Proskrito :)");// F10
 if (keycode==359) GUIOn(OPTIONS);   // F1 - OPTIONS
 if (keycode==363) GUIOn(OPTIONS);   // F5 - OPTIONS
#2722
Advanced Technical Forum / Re:Templates HELP!
Sat 26/07/2003 17:31:44
pressing F5 will bring up the SaveLoadPlayQuit, if thats what you meant.
pressing F1 will bring up his tagline and copyright
#2723
What I've heard some people do, is to make a program in, say, Visual Basic.  That will run, like a set up for your game, it will call to execute the game, and when you are at the oportune time, you could save your game *the user might not know it was just saved* and then quit and return to the Visual Basic program still running, and that calls the next game, in your case, a puzzle game.

Hope it helps.  There are other ways, but this is probably how I'd tackle the problem.
#2724
Back when I was totally in to Bucky, I almost took the roof and windows off of my ECTO-1 Ghostbusters car to give Bucky a spaceship.  Thank God I did not do that, there would be no value to my Ghostbusters toys then.  I just used my Ninja Turtles Van.  Those were cool toys.  The green rabbit, the 4 armed duck...

<runs and gets lost into memories and old toy bin in crawlspace of his house>
#2725
AGS Games in Production / Re:Black Bag
Sat 26/07/2003 12:27:24
This is pretty intriguing.... mistaken identity type games are always good.  This one seems like no exception.  So, is he trying to find out who set him up, if that happened, or if he can just find the pres, and the nappers?
#2726
The door in the Tavern seems to be too short when up against/ near the bar.  If someone was standing behind the bar and then walked up to the door, they would be too big, in my opinion.

The outside shot, the middle building isnt producing a light on the outside ground like the first building is, and the last building's door seems to flat, if you could build up some thickness of the boards blocking the door, it would look better.

Nice job so far though.  :)
#2727
Nothing yet that I'm aware of, but Chris will not be supporting it anymore, and if he makes a specific reference or new code piece in reference to it, he'll use the Gui one instead of then Interface one.

The interface one came first, and then was changed by Chris to the Gui code.  Just try not to use the Interface one from now on.
:)
#2728
Unilin, you can answer this question and add it to the next one...
Question:  Why does it say the dude has 3 questions, yet I read 4.

:P
#2729
Check this out in the manual.

SetBackgroundFrame
SetBackgroundFrame (int frame)

Locks the background to frame number FRAME of an animating-background screen. (Values for FRAME are from 0 to 4). This allows you to use the animating backgrounds feature for another purpose - you can have two frames of the background, one for example with a spaceship crashed on it. Then, once the right event has happened, call SetBackgroundFrame in the Player Enters Screen event to set the background before the screen fades in.
Call SetBackgroundFrame(-1) to set the default animating frames.

The frame lock is released when the game changes rooms.

Example:

if (GetGlobalInt(20)==1)
   SetBackgroundFrame(4);

will change the current room’s background frame to 4 if the global integer 20 is 1.
See Also: GetBackgroundFrame
#2730
What if we made a "Fish Eye Lens" plug in, and then do a scrolling room, wouldn't that get the same affect?
#2731
Nah, don't bother with that, and come join the dark side with Proskrito's A-Mazing LucasArts Styled GUIS.  ;D

http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=6642;start=0
#2732
Critics' Lounge / Re:Soundtrack-In-A-Pack
Tue 22/07/2003 21:24:49
no, return to kinky island.
#2733
Yes, but you can fix both of those just by using character slots that look like objects, and then use the interacting code to give you inventory items.  just a workaround
#2734
i checked the manual.  i went to search, and then typed in font.

check the properties window of the gui's


The Properties window also allows you to align the text to left, right or centre, as well as change its font and colour.

#2735
Oh, be nice.
Nice icon though.  ;D
#2736
Try doing what I said.
#2737
What?  I dunno, we do have 8 walking directions, and there are lots of games out or coming out with 3d chars in 2d backgrounds. I think its very possible.
#2738
Try using characters as objects too.
#2739
Beginners' Technical Questions / Re:320X200
Tue 22/07/2003 18:30:33
When you import a picture, the little window pops up and on that it says, "import at 640. 400. select that
#2740
You wanna go ahead and put a link to it in your footer...

just a suggestion.
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