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Messages - Slasher

#2541
General Discussion / Re: Bowie is Dead.
Mon 11/01/2016 08:32:59
I remember Bowie as a fresh-faced kid who played in local pubs (Gravesend, Kent, UK) in the mid/late 60's.

I loved his singles but never really got into his albums.

In my heyday as a rock n roller we used to play some of his songs like The Jean Genie, suffragette city..

These used to go a right old storm..  So he must have been doing something right.

He may have seemed strange but i will always remember him as a high class act who wrote catchy tunes and who could act reasonably well.

RIP  David Robert Jones: aka David Bowie.......................

#2542
Hi,

This error keeps popping up every so often. I close the editor (no to save), restart and all is back to normal.

I expect a windows problem.

Any ideas as to why this should happen regularly and can it be remedied?







#2543
Quotebut i really dont know what to do since the object's name (H74) isnt identified in the global script itself...
Objects in the Global (and dDialogs) use the objects ID and not the name:

Code: ags

//Example
object[3].Visible=true;
#2544
Just started playing (nod)
#2545
AGS Games in Production / Re: Neofeud
Fri 08/01/2016 08:45:46
I think the lighting is a great asset...

When are we actually going to get to play this game? (nod)
#2546
Hi,

I usually make two player views and change the view depending on which way the character is facing.

You will need to adjust the frames flip depending which way the player is facing in the loops.

This does work when you have it right.

Of course you will need to apply this for talking and idle if required.

That's if i understand you correctly.




#2547
Hi

I'm looking for the best way of disabling AnimateOnlyOnHotspots...

There are a number of objects that the cursor can change into but the AnimateOnlyOnHotspots always shows the second frame of view.

EDIT: With this i am almost there

Code: ags

  
function obleach_Interact()
{
 mouse.ChangeModeGraphic(2, 1489); 
 obleach.Visible=false;
}

function obucket_Interact()
{
 
 if(mouse.GetModeGraphic(eModeInteract) == 1487 ){
 cBond.Phylactere("Add charcoal.");
 mouse.ChangeModeGraphic(2, 563);
 add_bucket=(add_bucket +1);
}
  else if(mouse.GetModeGraphic(eModeInteract) == 1488){
 cBond.Phylactere("Add antiseptic.");
 mouse.ChangeModeGraphic(2, 563);
 add_bucket=(add_bucket +1);
}
  else if(mouse.GetModeGraphic(eModeInteract) == 1490){
 cBond.Phylactere("Add fuel.");
 mouse.ChangeModeGraphic(2, 563);
 add_bucket=(add_bucket +1);
}
  else if(mouse.GetModeGraphic(eModeInteract) == 1489){
 cBond.Phylactere("Add bleach.");
 mouse.ChangeModeGraphic(2, 563);
 add_bucket=(add_bucket +1);
}
 else {
 cBond.Phylactere("I don't need to move the bucket.");

}
}

function repeatedly_execute_always() 
{
  if(mouse.GetModeGraphic(eModeInteract) == 1487)
  mouse.ChangeModeGraphic(2, 1487);
  
  if(mouse.GetModeGraphic(eModeInteract) == 1488)
  mouse.ChangeModeGraphic(2, 1488);
  
  if(mouse.GetModeGraphic(eModeInteract) == 1490)
  mouse.ChangeModeGraphic(2, 1490);
  
  if(mouse.GetModeGraphic(eModeInteract) == 1489)
  mouse.ChangeModeGraphic(2, 1489);
  
}



#2548
Can you escape from the deadly laser beam that's working its way up your body?


Game progress: 90%


#2549
Brompton, Gillingham, Medway. Kent, UK ;)
#2550
(laugh)

it's a Mongolian mountain sheep (nod)
#2551
In production:

Travelling by Mongolian mountain sheep is the only way up the snowy mountain in a force-8 blizzard (laugh)


Game progress: 80%
#2552
Hi Khris,

Quote(also, what are you using HEIGHT for?
I was going to use HEIGHT to tweak the altitude per room but it's not needed so its out.

Thanks for the info, taken on board.

cheers ;)

slasher

#2553
Quoteplayer.ChangeRoom(5, player.y + 190);
puts the character in a wrong y position in the next room and off the walkable area...
#2554
Quotedon't know why when i write the code directly to the room script it doesn't work, but when i use the ags inteface and make an event before fade in then it works and the code is the same i think.
Let that be a lesson for you.. Glad you got it sorted ;)

if you make your own functions then you write them directly into the script.
#2555
Quotemaybe because the npc is a character the function has to go in the global script?
only if you interact with him like: look, talk, use inv..
#2556
if the npc is an object try Setview rather than Lockview else Changeview and it should be eRepeat eNoBlock.
#2557
i think this may need to go in Room Load plus cChar1.UnlockView(); will never happen because animation is eRepeat and eBlock.
#2558
Hi Khris,

QuoteAre you changing rooms by sending the player to fixed coordinates?
Because most of the paths slop up the y co-ordinates will change in the next room (there will be about 10 rooms in all).

So this y needs to be allowed for.

apart from that the script's fine...(nod)

EDIT: Seeing as each room changes players y I have kept the Changeroom x y and used this in every room and just need to adjust the maths accordingly:

Code: ags

function repeatedly_execute_always() // in all rooms
{
// Example
 Laltitude.Text=(String.Format("%d", Altitude - cBond.y+240)); // adjust cBond.y+240 as required in each room.
 HEIGHT=Altitude + cBond.y-1;
}


This seems to do the trick and thanks Khris for your gentle hand (nod)

#2559
That's what i was tying to do with the HEIGHT variable.
#2560
Hi

I am making an altitude indicator.

The character is climbing a mountain.

As the character goes up or down the screen the altitude indicator displays height up/down the mountain.

What i need to do is have the altitude display height (int) remain and continue when going to next room.

Eg leave room at say 400 feet and have altitude display height up the mountain display 400.

I have 2 ints in rep global exec always: Altitude and Height.

Code: ags

Laltitude.Text=(String.Format("%d", Altitude - cBond.y-1));
HEIGHT=Altitude - cBond.y-1;


Which of course works except it does not keep the exact altitude display height as per leaving previous room.

all help appreciated.

cheers

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