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Messages - Slasher

#1701
General Discussion / Re: Goodbye AGS community
Sun 22/10/2017 08:29:30
You just could not keep away (laugh)

welcome back mate (nod)
#1702
If you mean only 1 cursor mouse graphic than that is easy: Just give all the mouse modes the same graphic. I tend to use a  cross hair style graphic with a different color for each mouse mode to make it easy to distinguish between each mode.
#1703
Critics' Lounge / Re: A thumbnail for gamejolt
Thu 19/10/2017 07:31:39
Well, Gamejolt isn't the brightest bulb in the box  (laugh)
#1704
I have to agree with Stupot+... (nod)
#1705
After reading the opinions in this thread and other sources I have decided to only have the killing option on the enemy...

Maybe if it were another type of game then it could be so... But seeing as the 'killer' is in fact the Kings defender I don't think he would go around killing willy nilly (laugh)

In some cases there is an alternative besides killing an enemy to complete a task...
#1706
Well done Riaise,

Nice game and thanks for your entry and please, make more (nod)
#1707
No Worries mate, most of us have been there (laugh)

slasher
#1708
Cassiebsg

I'v seen the problem and it appears he did type it himself...

Always, always use the room properties events... // it has quite a few built-in functions

I'v just had it working ok.

Bit of a pause at the beginning but it does works..

Delete the 'on room load script' you put in yourself and use the Room properties box, it will automatically add that function to the room script where you can add aMusic1.Play();

#1709
make a new voice and save as DUDE2

and change &1 to &2 and try that..

Have you tried .ogg format?
#1710
check digital sound in setup is NOT set to no digital sound..
#1711
check that the system, music volume on control panel has not been set to 0.

just in case the game has been compromised you could make a fresh new game with default template and try music file again to see if it works..
#1712
Does the music file play in the editor?
#1713

Code: ags
function room_FirstLoad()
{
  aMusic1.Play(eAudioPriorityHigh, eRepeat); // You should not need to add last part
}


The music priority and repeat you can do in the property's panel of that file..

Music is Generally set to repeat.

Code: ags

aMusic1.Play()


#1714
Make some variable ints for health etc etc and labels to display their values...

eg

Open Global Variables Panel in the editor, right click to add new variable.
Name: Health 
Type: Int
Value: 100 // what ever your maximum health is.

Make a label on the gui and Name it say LHealth_Status

In Global.asc in repeatedly_execute_always()

add the label name like this:

Code: ags

   LHealth_Status.Text=String.Format("%d",Health);


This has a default Value of 100.

If you want to minus 5 from Health simply use this in script where you want it to apply...

Code: ags

// After doing this
    Health -=5;
// This will make your health read 95 (100 -5)


of course it depends how you want it displayed..

Just check the status of Health and run events accordingly..

Code: ags

if(Health <=0) // Health is at or lower than 0
 RestartGame();


You could even use a health bar that reduces as it lowers...or rises with more health.

This is a starting place...

#1715
silly question:

did you import it into the editor via the audio tree using the music folder node?
#1716
Quoteand finally i did not change speech.voicemode, how ever i cannot find setvoicemode on the global script.
in Global.asc look for these lines:

Code: ags

function btnVoice_OnClick(GUIControl *control, MouseButton button)
{
  // Note that we don't check for the existence of speech.vox - we did that in game_start,
  // so if it's not there the button won't even be available.
  if (btnVoice.Text == "Voice and Text") { 
    Speech.VoiceMode = eSpeechVoiceOnly;
    btnVoice.Text = "Voice only";
  }
  else if (btnVoice.Text == "Voice only") {
    Speech.VoiceMode = eSpeechTextOnly;
    btnVoice.Text = "Text only";
  }
  else if (btnVoice.Text == "Text only") {
    Speech.VoiceMode = eSpeechVoiceAndText;
    btnVoice.Text = "Voice and Text";
  }
}


The button btnVoice is in the control panel. In-game it should NOT be set to Text only...


#1717
I think my entry will count..

I may also hold the record for the shortest game (possibly)...

I want that Crown (laugh)
#1718
Disaster hits the Slasher household....

Coffee spilt on keyboard. Wiping keyboard broke several keys...keyboard a bit unstable.. :(

I have had to take out several events because of keys... I think it just barely meets with a release as what is left still works...

I do have a separate keyboard but only 1 USB works and that is for the mouse wireless...

If anyone in the England has a cheap spare laptop let me know.

cheers
Slasher
#1719
QuoteMu current size of inventory items are 27x27, so as soon I make a new row it over laps slightly is their a way to shift my second row of items slightly downe
Yes.  In the Editor open up the gui that has your inventory items. Select the inventory window of that gui.. In the inv window properties box look at 'Apperance' and you will see ItemHeight and ItemWidth.  Adjust to to suit so items fit in nicely with a gap between them. In your case I'd say set to 31 x 31 or thereabouts.
#1720
Have you got this in general settings set to true?
Override built-in inventory window click handling
try setting it to false if not already.

Also, check that your inventory window height and width of items are set ok and that the hotspots of your inv items are positioned ok so the mouse interacts with them OK.

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