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Topics - Slasher

#481
I have a situation whereby an inventory item graphic changes if another inventory item is used on it.

This happens twice for the same inventory item.

What I am trying to achieve is to change the images graphic on cursor when selected.

At the moment they all share the same graphic as stipulated in the inventory item panel.

How can I change it to show current item after its inventory graphic has changed.

Would it be better to have individual inventory items rather than change its graphics?

Using inventory on the inventory item istaff:
Code: AGS
function istaff_UseInv(
{
 if (cELF.ActiveInventory==ithread)
 {
 istaff.Graphic=615;
 cELF.LoseInventory(ithread);
 }
 else if (cELF.ActiveInventory==ineedle && istaff.Graphic==615)
 {
 istaff.Graphic=616;
 cELF.LoseInventory(ineedle);
 Display("You now have a makeshift fishing rod.");
 }
 else if (cELF.ActiveInventory==ineedle && istaff.Graphic==593)
 {
 Display("You need to have line on the broom before you add a bent needle so you can have a makeshift fishing rod.");
 }
 }


When correct inventory image is used on a painting:  // CURSOR SHOULD BE NEW INVENTORY GRAPHIC

Code: AGS
function opainting_UseInv()
{
  cELF.Walk(139, 260, eBlock, eWalkableAreas);
  cELF.Loop=1;
  
  if (cELF.ActiveInventory==istaff && istaff.Graphic==616)
  {
  cELF.StopMoving();
  cELF.SetWalkSpeed(1, 1);
  orod.Visible=true;
  cELF.Move(cELF.x -0, cELF.y +70, eNoBlock, eAnywhere);
  orod.Move(orod.X -0, orod.Y +70, 1, eNoBlock, eAnywhere);
  opainting.Move(opainting.X -0, opainting.Y +70, 1,   eBlock, eAnywhere);
  orod.Visible=false;
  painting=true;
  cELF.Say("What's this?");
  cELF.StopMoving();
  cELF.SetWalkSpeed(5, 5);
  }
  else
  {
  cELF.Say("I don't think that will help move that painting!!");
  } 
  }





#482
EDIT: Perhaps its better to position text gui for dialogs and used that but i would still be interested to know.

Is it possible for a custom gui used for dialog options to have a scroll bar?

I have set its size and it works fine for 3 options each up to screen width, but what if I have say 7 options? Can I add scroll down / up or is there a better way or should I just stick to normal text gui?

Thanks if you can enlighting
#483
AGS Games in Production / E.L.F.
Fri 21/09/2012 21:03:15
E.L.F.      And soon the darkness...

Stop a demented witch from banishing daylight!!!

PLEASE IGNORE AND WAIT FOR FINISHED GAME

Demo chapter 1... Recommend you wait until full version completed.

http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1608 (Revised version uploaded)

Face to face with the evil witch who speaks poetically!


Seeing the witch in a mirror!


Can you navigate though a spike field?






#484
Hi

I'm looking for an all-round tester for the first chapter of a magical fantasy adventure game. Will be 3/5 chapters in this game.

Criteria:
Good at spotting any script errors and advising, checking all interactions are included and correct,  proof reading, comment about game play.

Should be able to complete first chapter in about 30/40 minutes.

Full credits will be given.

Story line:
Basically an Elf seeks an evil witch's cauldron before darkness covers the world.

Objections in first chapter:
Stop a pumpkin spewing green gunge at you, capture a death fly, kill as assassin spider that has acid blood, use a magic loom, make and fly a magic carpet and finally navigate your way through a deadly spike field in this first of many chapters.

Please PM.







Thanks
#485
AGS Games in Production / E.L.F.
Tue 18/09/2012 15:37:11
E.L.F.

As an elf you have to save the world from total darkness that is being summoned by an evil, demented witch!

Overcome traps and tasks set by the evil witch, which may seem easy at first glance, but overcoming them is another story!

Emerald energy indicator
Magic carpet power indicator

* Can you deal with a deadly assassin spider?
* Watch out for the green-spewing pumpkin!
* Can you handle a death fly?
* Can you make a magic carpet and fly it safely?
* Can you save elf councilor Middlemiss?

Original characters with tons of animations.

Face to face with the evil witch who speaks poetically!


Seeing the witch in a mirror!


NEW:
Can you navigate though a spike field?


16 bit Color
640 x 480 Res
Progress 20%


#486
Hi

I need a bit of help regarding a ListBox.

I have set up a list box and added items as the player collects them and removes them when used.

IE Get sandwich and it is added to ListBox. Use sandwich on rat and it gets removed from ListBox.

Sandwich is the only thing in the list you can have at that time and works ok.

Code: AGS
ListBox1.RemoveItem(0);


This is ok but this is where the snag starts.

If you look at the ListBox items and say want to remove the 4th item would you use:

Code: AGS
ListBox1.RemoveItem(3);


Scenerio:

4 spindles, each requires a certain colored reel of wool. The reels can be done in any order and are taken off the Listbox as they are done.

Of course the reels of wool can be got in any colored order!

Is this the correct way of removing an item: if 3rd in list remove(2), if 6th item in the list remove(7) ?

cheers if you can assist me


[EDIT: used this to remove items and it works but should leave the ladder which should be at the top of the list. Will continue....

Code: AGS
ListBox1.RemoveItem(0);
 ListBox1.RemoveItem(0);
 ListBox1.RemoveItem(0);
 ListBox1.RemoveItem(0);


#487
EDIT: I should have realised:

Code: AGS
 Health = (Health-10);
 bHealthbar.Width = Health;


-------------------------------------------------------

I have added a 'Health Bar' and have ran into a snag.

Basically it works except that I want the button (bHealthbar) to re size (width) by events using an Int for width.

The below code fails to increment down (or up) by events as expected to.

Ideally bHealthbar button (has a long bar image) will lose width each time an event happens (or gain by an event).

I have a global int 'Health' and have ClipImage = true;

I can not seem to find the solution although I can resize buttons manually but this is not what is desired.

Code: AGS
function region4_WalksOnto()
{
 object[8].SetView(8);
 object[8].Animate(0, 4, eRepeat, eNoBlock);
 cELF.Say("I best keep my distance from that deadly assassin spider!!");
 Health = -10; // This bit should lose 10 from the bars width (starts at 200 width size)
 bHealthbar.Width = Health;
}


Would someone please assist?

#488
Critics' Lounge / Comments on new game ROOM
Mon 10/09/2012 16:32:47
I have just started making rooms for a new game.

This is the first room to be entered and I am trying to achieve the right feel and look.

Before I go any further I would like any positive comments regarding the actual 'look' that will compliment the game.

PS The player is darker than seen here and the witch is green skinned!

It's early stages but comments now are better then after a dozen rooms.

Shots 1 and 2 are within the same room:




Thank you for any comments made.

#489
I'm looking for tips on creating characters using layer body parts.

I am currently using this method but would like to improve.

If you have any hot tips I would like to hear them.

Thanks

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