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Messages - Slasher

#2801
AGS Games in Production / Re: The Condemned!
Fri 10/04/2015 08:54:20
QuoteWere you also  inspired by Hunger Games when you made it?
I'd never seen Hunger Games so no. I had seen the 'Condemned' though so it is based around that film.

The Condemned game is currently being tested.

Keep an eye open for more updates (nod)

'Fight for freedom. Fight for justice.'


#2803
This is an area I must learn and thank you for adding such brilliant videos selmiak (nod)
#2804
QuoteNot quite, it is
wrote without realising the schoolboy error (roll)

thanks for correcting crimson ;)
#2805
You would need to use

Code: ags
SetBackgroundFrame=number; // number is the background frame number (0 is the main frame number)


there would also be other factors to consider like when the room loads you would need to set background frame to display else background will animate... etc
#2806
if using objects be sure to also make them Clickable=false when finished so that they will not take any more clicks.

if using hotspots Disable when finished so that they will not take any more clicks.

you should make an if/else function with a boolean or else that controls objects/hotspots.
#2807
QuoteOldNewspaperTypes TT (I now find it had security block on)
with font security property block now OFF new game ok (nod)
#2808
I'm going to import the font into a new game and see what happens..

#2809
Monsieur OUXX

1: 3.2.1
2: OldNewspaperTypes TT (I now find it had security block on)
3: imported yes, but then error came up and messed all the fonts up (white background with red cross in some cases)
4: no
5a: win 7
5b: programs
5c: yes





#2810
Hi Snarky,

nothing to do with Dropbox.

I imported a new font I downloaded. I guess it was corrupted....possibly.

Anyhow, loaded backup game...
#2811
This has started to happen:



any ideas?

cheers
#2812
You mean like a map indicator of where you are?

Of course there is a way and it depends how you want it displayed.

Basic example:

you could make the map as background for the gui (or button with image) then use another button (with indicator image) to show where you are by adjusting it's x y position.

I have just implemented a similar map in my latest game.

#2813
If the music is the same when you leave the room it does not change or restart but continues, and when you return, this works for me:

In Global asc:
Code: ags

function on_event (EventType event, int data) {
 AudioChannel *bgm;
 void SetBGM(AudioClip *music) {
 if (bgm != null && bgm.PlayingClip == music) return; // don't if music is already playing
 bgm = music.Play();
} 
}


The music continues to play when you change rooms without restarting from the start until you change it.


#2814
Hi,

for some strange reason a npc (cBruggerman) will not react to any interactions like look, touch etc

It is fine in room previous but does not react when at next room.

I can't see anything that would conflict with this issue.

Hotspot Interaction:

Just before npc (cBruggerman) changes room (interactions ok up to this point):

Code: ags

 cBruggerman.Walk(735, 373, eBlock, eWalkableAreas);
 cBruggerman.StopMoving();
 cBruggerman.SetWalkSpeed(-2, -2);
 cBruggerman.LockView(44);
 cBruggerman.Animate(3, 4, eRepeat, eNoBlock);
 cBruggerman.Move(738, 80, eBlock, eWalkableAreas);
 cBruggerman.UnlockView();
 cBruggerman.LockView(44);
 cBruggerman.Animate(2, 4, eRepeat, eNoBlock);
 cBruggerman.Move(463, 109,   eBlock, eWalkableAreas);
 aThump.Play();
 Wait(20);
 aThump.Play();
 Wait(20);
 aThump.Play();
 Wait(20);
 aThump.Play();
 cBruggerman.UnlockView();
 SetNextScreenTransition(eTransitionInstant);
 cBruggerman.ChangeRoom(5); // this is the npc
 cConrad.ChangeRoom(5);


And after npc changes to next room:

Code: ags

function room_Load()
{
 aCondemned_fight_21.Play();
 SetBackgroundFrame(0);
 otwirl.IgnoreWalkbehinds=true;
 oDisk.IgnoreWalkbehinds=true;
 oRock.IgnoreWalkbehinds=true; 
 
 cConrad.Loop=2;
 Label6.Text=("Death Bog");
 osmoke.Baseline=600;
 cConrad.IgnoreWalkbehinds=false;
 
 ovine.Tint(20, 250, 70, 60, 20);
 ovine2.Tint(20, 250, 70, 60, 20);
 ofish.Tint(20, 100, 70, 90, 50);
 ofish.IgnoreWalkbehinds=true;
 osnake.Transparency=20;
 cBruggerman.SetIdleView(45, 5);
 object[11].Transparency=100;
 cBruggerman.Clickable=true;
 RemoveWalkableArea(7);
 cBruggerman.Loop=1; 
 
 Button29. X=421;
 Button29. Y =352;

 
 if(cConrad.PreviousRoom==7)
 cConrad.Loop=1;
 
 
 if(cBruggerman.Room==34){
 region[1].Enabled=false;

}
}

function room_FirstLoad()
{
  Health_b=100;

 cConrad.StopMoving();
 cConrad.SayBackground("Aghhh!");
 cBruggerman.SayBackground("Aghhh!");
 cConrad.SetWalkSpeed(8, 8); 
 cConrad.Move(384, 426, eNoBlock, eWalkableAreas);
 cBruggerman.StopMoving();
 cBruggerman.SetWalkSpeed(7, 7); 
 cBruggerman.Move(426, 418, eBlock, eWalkableAreas);
 aSwim.Play();
 SetBackgroundFrame(1);
 Wait(6);
 SetBackgroundFrame(0);
 RemoveWalkableArea(4);
 mouse.Mode=eModeWalkto;
 mouse.Visible=true;
}


Any ideas? Maybe I have overlooked an error?

Cheers

EDIT:

Something overlooked that would not have been known:

Code: ags

 osmoke.Clickable=false; // overlays npc


Solves this issue (nod)




#2815
Klause Schultz holds up inside the carved face of the mountain


Game progress: 100%

* Testers now needed.



#2816
Thanks guitar74man but that position has been filled.

In fact the game is at the testing stage.

Therefore I am looking for testers.

Perhaps another time guitar74man ;)

cheers


#2817
Do you have 'ShowPlayerCharacter' turned to false in that room's properties?
#2818
If I understand correctly you want the button to change cursor to interact.

you will need to, in the button properties, select: click action, SetCursorMode.

Change: NewModeNumber to 2 (interact).

Hope this fulfills what you wanted..


#2819
Code: ags
cUnicorn.SetIdleView(160, -1);

AFAIK this (-1) will start walking animation view.
#2820
Hi,

Throwing an object at where mouse x y is: I need to disable where the mouse x y is just as after the object is thrown and then enable mouse x y.


All appreciated.

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