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Messages - Slasher

#1641
Quote from: Mandle on Sat 25/11/2017 23:37:32
Quote from: Slasher on Sat 25/11/2017 18:23:59
(laugh) so far (nod)

Does this mean you tried it and it works?
I'v only played a few times and the playing parts works.. Will try other parts soon..(nod)
#1642
(laugh) so far (nod)
#1643
Khris

Quote[http://Also, after lots of years and lots of games, I guess you might want to finally tackle writing your own functions. Because right now it looks like as soon as you got the required lines to work, your plan was to paste them all over your room scripts....?
I did it without thinking about a cut off point.. And yes, a simple function that would control all this would have been more appropriate..

Here is the gui with text that gets cut short..

#1644
Mandle,

I hand you a golden septre for your innovation and hope you pull it off (laugh)

#1645
Khris... if I heighten the lablel the text will go down over the buttons at the bottom whereas it's just above them. It does word wrap and words get cut off.... Is there an alternative to dayowlron's way at fixing it?

dayowlron.... Sounds good but seems a lot of extra work.

There will be at least 30 String entries...

cheers




#1646
Hi,

I'm using GetTextHeight to determine if String text should go into label one or label two.

This works fine except that the length of any String is not checked first to see if its full length will fit into label 1 and subsequently if it's too long then the text gets cut off.

Code: ags

{
  int height = GetTextHeight(LNotes.Text, LNotes.Font, LNotes.Width + 1);

  if (height >LNotes.Height)
  {
  LNotes2.Text=LNotes2.Text.Append(" Brother Tingwell has a shard of stained glass embedded in his robe.");
  }
  else if (height <LNotes.Height){
  LNotes.Text=LNotes.Text.Append(" Brother Tingwell has a shard of stained glass embedded in his robe.");
}
}
 


I'm looking for a way for a String to carry over to label two if it exceeds the full height of a label one.

Cheers..

#1647
There is actually a narrow gui below it... about 9 pixels clearance from character.

#1648
Quote from: Snarky on Thu 23/11/2017 07:17:11
I think that's just how SayAt() works. It's full of funky behavior to try to avoid overlapping with anything else, and it probably assumes you're using the standard GUIs.

Tell me about it (laugh)

Anyhow, I imported an earlier Template and all is OK. I will just have to keep a very close eye on what I do and try to avoid this situation happening again.

As I have mentioned previously, the SayAt is not on any gui...

Cheers Snarky...

#1649
Hi I have my characters SayAt at the top of the screen.

This all works fine... that is until I call Esc, F5 or F7 ... When I save/load or cancel the SayAt Drops down the screen.

There are no gui's in the way.

Possible reasons?

Cheers

#1650
Thank you for your reminder Khris...(nod)

All up and working...

cheers....
#1651
Hi,

I have a room 640 x 200 in a 320 x 200 res game.

I have a added a dialog options when the main character talks to a npc which is placed at 410 x.
Code: ags

function cTingwell_Talk()
{
  cCadfael.Walk(cTingwell.x-30,  cTingwell.y+2, eBlock, eWalkableAreas);
  cCadfael.Loop=2;
  cTingwellP.x =cTingwellP.x  +GetViewportX(); // character head at the top of the screen that talks
  cCadfaelP.x =cCadfaelP.x +GetViewportX();    // main character head at the top of the screen that talks
  dTingwell1.Start();
}


When the dialogs are open i can select a return option and all is fine. However, when i stop the dialogs and again talk to the npc the position of the talking heads do not remain in their X position. The main character x appears further than center of screen whilst you do not see the npc's head...

ags 3.4.0.14
320 x 200
32 bit color
3d 9
Custom dialog gui at bottom of screen..

#1652
Things are really hotting up around here..

Burning rubber (laugh)

We have some great entries (nod)
#1653
Well, I'm not over-happy with the background.. and it is supposed to be more contempory (1950's) so i'v changed it to plaster texture.. It looks better in my (roll)

Who knows who will turn up within the game (laugh)

'The name of the Rose' is a good film. Also the TV series Cadfael...

I want to add plenty of different type puzzle situations into this game...

We already have one Drag n drop puzzle to arrange shredded letter pieces...

As a sleuth, Brother Barrinion is very deductive and on closer inspection he can see things that others may miss...

This is a game where you will need all your senses if you are to solve the case for it is YOU that must unmask the perpetrator... But have you defrocked the right person?





#1654
AGS Games in Production / A monastery mystery
Sun 19/11/2017 08:05:53
A monastery mystery (who done it?)... Untitled at present and in production......

The strange disappearance of Brother Stephen and the shredding of a letter brings Brother Barrinion to the monastery.

"Good day, Abbot."

"Welcome, Brother Barrinion."

"I received your Raven this morning."
"You have some concerns about Brother Stephen?"

"Yes. Brother Stephen has not been seen since late last night."
"He never showed up for breakfast this morning and no one has seen him."
"He had came to me last night at around 10:30pm about something or other."
"He handed me a letter."
"He seemed very incoherent."
"Unfortunately I was very busy writing important letters."
"I went to put his letter on my desk when it drifted into the shredding machine."
"I have not been able to piece the letter together to read it."
"I have deep concerns for Brother Stephen which is why I called on you for your expertise."
"Your deductive skills for solving cases are legendary."

"You think there could be a connection between Brother Stephen going missing and the letter?"

"It's possible."
"Here are the shredded pieces of paper."
"See if you can make any sense of them."

Can YOU unfrock the chief perpetrator?

Another case for Brother Barrinion: monk sleuth extraordinaire...

Updated screen shots






#1655
Moonlight Moggy by Pilchard

You did a good job mate.. Well done (nod)
#1656
Hi

Text Box question I'm trying to implement.

3 Text Boxes in view... I want to add one char to each one..

Enabling / Disabling Text Boxes done.

Any Text Box should display the character typed input a,b,c etc etc so the input can be any letter and not just specific.

Once all the text boxes have a letter a check can be made.

I just need a way to input ANY letter into each Text Box and also via Hotspots as an alternative method.

cheers



#1657
AGS Games in Production / Re: Tardigrades
Tue 14/11/2017 08:20:13
You really have some cool effects (nod)

A++
#1658
The Rumpus Room / Re: Happy Birthday Thread!
Mon 13/11/2017 05:45:56
***Happy Birthday Snarky***

Have a really great day (nod)(nod)
#1659
Funkpanzer: I do hope you manage to pull it off (nod)

What a swell party this is so far (laugh)
#1660
PaintShop Pro has a Leaf brush (nod)

Great Ideas (nod)
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