Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Severian

#1
Hi, I have a friend working on my backgrounds for me - and I think there is something wrong with the sizing or perspective of things in this image but I am having trouble articulating it as I am no artist myself.

I'm not sure if it's that the displays in the middle of the room are too tall - or if it is that the desk over on the left is too low or far back. I don't have my animations for my game yet, so I am just playing around with scaling in AGS with the default Girl - but for the character to stand appropriately sized at the desk (especially the far end) it feels that the character in relation to everything else there (especially against the back wall) doesn't really work out.



Does anyone with a more experienced artistic eye, and experience implementing these things into AGS, see a problem here? Or am I just looking at it wrong?
#2
I just made a whole new game, and have added nothing except for your script and am getting the same error.

I figure there's something obvious I am missing. I'll have a bit more of a play around, and send it to you if I don't figure it out.
#3
The dialog script is basically all that we have here.

Code: ags
// Dialog script file
@S  // Dialog startup entry point
return
@1
Char1: Don't call me ma'am!
  fAddToMyCounter(3);


Do I need to put something in the dialog file that tells it where to pull fAddToMyCounter from?  I feel like this is what the error is telling me, but I thought that's what MyCounter.ash was for.
#4
Wowee. This is getting way beyond how I even understood any of this to work! 8-0:) I had no idea it even worked like this, or that I could add new scripts to the 'Scripts' section. :) It looks like it all makes sense to me, though. I just wouldn't have been able to put it together myself.

If I put it all in exactly as you suggested, I get this error in the dialog:

Error (line 6): Undefined token 'fAddToMyCounter'
#5
Hi, and thanks so much for your help Dadalus.

Yes, what I want to do is have different actions add or subtract from the counter - and then each time the counter hits a specific number, a specific thing happens. I'm completely new to all of this, so apologies if some of what I try and do with scripting doesn't seem to make sense.

The reason I thought it would need to go in repeatedly_execute_always is that I thought I would always need the game checking to see what the counter is, and then if the counter is a specific number, then it can perform the action (ie - showing object 2 when the counter is at 3).

If I use the function you suggested - do I put it in the GlobalScript, or the room script? And how do I call it from within the dialog? (Not all the times I want to call the script will be from within dialog).
#6
I learned about the use of using a Counter from the tutorials, and had it all set up and working within the room. But then I realised that I needed to be able to add and substract from the Counter from within dialogs, and then I needed the subsequent actions to occur in the room the player is in.

This is what I have - basically from what I took from the room itself, when it was all working. I'm not sure how to make it work - or if this will work like this.

I moved this to the GlobalScript.ash

Code: ags
  int myCounter;


In the dialog script for the character, I tabbed it in under the dialog:

Code: ags
@1 
Shak: Don't call me ma'am!
  myCounter +=3;


And then in room1.asc

Code: ags
function repeatedly_execute_always()
{

    if (myCounter == 3) 
  {
     object[2].Visible = true;
  }
}


Now all of this worked when I had it all in the one room script file (of course then, I wasn't trying to add to the counter from the dialog). I figured that since the int myCounter was in Global.ASH that the dialog would be able to add to it, and then the room would be able to determine things based upon that number. Either I'm completely wrong - or I've done something wrong, or am going about it the wrong way, or maybe what I want can't be done?

Little help please?
#7
I know this is really simple, but after spending the last hour and a half searching the forums, reading the manual, and trying different things I still can't seem to figure this out.

I am using the Lightweight BASS GUI that comes preinstalled with AGS. I want to turn the GUIS off for my main menu screen. I believe this is generally the way to turn the GUI off:

Code: ags

function room_BeforeFadeIn()
{

  gActionText.Visible = false;
  gInventoryBar.Visible = false;  

}


If I do this, the GUI's still show.

If I go to GUI properties, and set
Visibility to normal, initially off.

Then this will cause the ActionText GUI to be invisible, and then I can turn it on and off using the
Code: ags
 gActionText.Visible = true;
.

However, the InventoryBar GUI is still visible. I am thinking that this has something to do with the fact that this GUI appears by hovering the mouse over it. Really sorry if this is something really obvious and simple. :~(
SMF spam blocked by CleanTalk