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Messages - SeamanNaranja

#121
Ok, so I have an inventory with working ScrollUp and ScrollDown arrows. There's just one problem. If I select an inventory item from the first row of items and try to click myself downwards with my InvDown button the item gets deselected. That means that I can't use an inventory item from row 1 on an inventory item on row 4.

I tried to look this up, but I could't find the answer anywhere. This is my code:

Code: ags
function btnInvUp_Click(GUICONTROL *control, Mousebutton button) {
   InvCustomInv.ScrollUp();
}
#122
It works!  :D

Thank you. The ThinkView animation plays nicely once, but I'd like it to loop for the duration of the thought bubble. This way it looks like he is talking for the whole duration of the message.

I looked it up in the forum, but couldn't find anything else than this unanswered thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43710.0. Do you know how it could be done?
#123
Quote from: LeKhris on Sat 29/10/2011 17:10:22
Then the only thing left to do is write a wrapper:

Code: ags
void MyThink(this Character*, String message) {
  SetSpeechStyle(eSpeechLucasarts);
  this.Think(message);
  SetSpeechStyle(eSpeechSierra);
}


Where do I put the code? I wrote it in the Global Script, but then nothing seems to happen.

Yours truly, the n00b  :-[
#124
Quote from: LeKhris on Sat 29/10/2011 16:16:19
Are you sure that what AGS does isn't explained right here:
http://www.adventuregamestudio.co.uk/manual/Character.Think.htm ?

I've never used thinking views so I can't be of any more help, but it sounds like you didn't set the "thought uses bubble GUI" option.


There is no "Thought uses bubble GUI" option in the general settings. But there is a "Custom Thought bubble GUI". This one is set to my bubble gui. The weird thing is, if I don't have a thinking view assigned to the main character the thought bubble pops up like it should over his head as it should. If I assign a view it reverts to Sierra-style.

Judging by the manual there doesn't seem to be a way to get the ThinkView to work the "LucasArts" way while using Sierra-style dialogues:

Quote from: ManualIf you are using Sierra-style speech and the character doesn't have a thinking animation, the thought bubble will be displayed in lucasarts-style.

If the "Thought uses bubble GUI" setting has been set, then the thought will be displayed like normal speech, except that the bubble GUI will be used for the window background. In Lucasarts-style speech this means above the character's head, in Sierra-style it will be done along the top of the screen as normal.

The reason I'm using the ThinkView is that I want him to make a speak-animation like in most LucasArts-games, while I want the Sierra-style dialogue for dialogues.
#125
I have a problem with the coding of my first game. I reckon this is beginner stuff, but I couldn't find anything about it in the manual or on the forums.

I'm using Sierra-style speech for dialogues in my game. At the same time I use the Think-function when my character interacts or looks on something outside the dialogues. I have a thought bubble over his head for this. But when I assign the thinking view to him the animation of him thinking pops up as a character picture in the sierra dialogue!  ??? It looks like this:



I have drawn and assigned animated sequences for every loop in the view, so that's not the problem...
#126
It appears the problem was with my horrible coded Broken Sword-inventory. The module works perfectly! :)
#127
Yeah, that was just a mispelling here, in the game cEgo is cCooper in every instance. So thats not whats causing the problem :)
#128
Now I might be a total noob, but I can't find the solution in the thread. The problem is really weird. I can pick up inventory item 1 and use it on inventory item 2 if the code is as follows:

Code: ags
function iChain_UseInv()
{
cEgo.LoseInventory(iRope);
cEgo.LoseInventory(iChain);
cEgo.AddInventory(iDevice);
cEgo.Say("It worked!");
}


But since this makes every inventory item transfer the iRope and the iChain to a iDevice, I want to do it like this:

Code: ags
function iChain_UseInv()
{
if (cEgo.ActiveInventory == iRope) {
cEgo.LoseInventory(iRope);
cEgo.LoseInventory(iChain);
cEgo.AddInventory(iDevice);
cEgo.Say("It worked!");
}
else {
cEgo.Say("There is no point in using that on that.");
  }
}


and this:

Code: ags
function iRope_UseInv()
{
if (cEgo.ActiveInventory == iChain) {
cEgo.LoseInventory(iRope);
cEgo.LoseInventory(iChain);
cEgo.AddInventory(iDevice);
cEgo.Say("It worked!");
}
else
cEgo.Say("No.");
}


But then it jumps straight to the else function and says "No" or "There is no point...". It's as if the mouse actions in the inventory suddenly are allergic to "if's"! Now this might be completely unrelated to the module, but it worked fine before I added it (via function on_mouse_click, BASSFunctions etc.). If its unrelated I am sorry I bothered you! :)
#129
Hi! I am using the BASS reversed for my adventure game project. And it's mostly working perfectly, but I've stumbled upon one problem:

I can't seem to be able to use inventory items on other inventory items. I am using the exact code Dualnames posted earlier. Does the BASS module support inventory items on inventory items and how do I enable it?
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