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Messages - Slasher

#2841
Make a new label (LChar2) and place it where required.

To duplicate a label simply use this

Code: ags
 
 if (player==me){ 
 LChar.Text=("Me"); 
 LChar2.Text=("Me");         
}
 else (player==him){
 LChar.Text=("Him"); 
 LChar2.Text=("Him");   
}
}


or add to existing code:
Code: ags

  if (player==me){ 
  Button34.NormalGraphic=101; // Button sprite of character
  LChar.Text=("Me");  
  LChar2.Text=("Me");        // Characters name on label
} else if(player==him){
  Button34.NormalGraphic=106;  // Button sprite of character
  LChar.Text=("Him");  
  LChar2.Text=("Him");         // Characters name on label
}
}


You would put this in Global Rep Exec.



#2842
You could have this....

Conditions if player is me or him. Replace me and him with actual characters script name and Button sprite numbers etc.

Global Rep Exec with label and button on inventory gui:
Code: ags

  if (player==me){ 
  Button34.NormalGraphic=101; // Button sprite of character
  LChar.Text=("Me");          // Characters name on label
} else if(player==him){
  Button34.NormalGraphic=106;  // Button sprite of character
  LChar.Text=("Him");          // Characters name on label
}
}


You could also use a similar condition if you click on the button or if mouse over button.

Pure example of mouse over button:
Code: ags

 if (gHealth.Visible==true && Button47.Visible==true)
 if(Button47.NormalGraphic==516){
 if((mouse.x >Button47.X+gHealth.X)&&(mouse.x <Button47.X+Button47.Width+gHealth.X)){
 if((mouse.y >Button47.Y+gHealth.Y)&&(mouse.y <Button47.Y+Button47.Height+gHealth.Y)){
 cChar1.SayBackground("(Try your plastic bag)");
}
}
}



Hope this helps...

#2843
Congrats....

Downloading... Looks fun (laugh)

#2844
New gip screenshot

Arriving at Lover's Fiorde during a rainfall (animated):


Inventory for this game is purely button orientated.

Encounter Great White Sharks, Apes, Tigers............

Game progress 56%


#2845
Hi,

I increased cache to 100MB but no difference...
#2846
Hi,

I have made a snow/rain GUI (600 x 800) that consists of one button (600 x 800) which animates just 3 images for the effect.

Is there a fix for the character walk I am experiencing:  its a kind of a slight delay jerked walk rather then smooth.

cheers

Edit I reduced the players delay 5 to 3 and it seems to have cured it though the player naturally seems to walk faster (laugh)

#2847
General Discussion / AGS 3.4.0.3 or higher
Sun 08/02/2015 07:52:34
QuoteAGS 3.4.0.3 or higher
Are you using these later ags versions?

Your opinions/views are welcomed about these new versions.

cheers

Edit: When upgrading from 3.2.1


#2848
Hi

ags has a built-in score system (though you can make your own).

Basic:

make a Lable on your gui, name it something like LPoints.

In Global asc add this in the repeatedly_execute_always:

Code: ags

 function repeatedly_execute_always() {
 LPoints.Text=String.Format("%d",game.score) 
}


To add a score simpy add: 
Code: ags

GiveScore(15); //at the appropriate places in the scripts. In this case 15 points is added to the score.



#2849
Go to the GUI node (right hand side of editor), click (+) to open out. In the GUI tree select your gui that is used as Display. In it's properties will be select background color / image.
#2850
[embed=700,450]http://youtu.be/Yi0euOQrdk0[/embed]

Game progress 50%



#2851
Hi,

you could do a player condition:

Code: ags

{
 if(player==A){ // player A
// Do this
} else if(player==B){ // player B
//Do this 
}
}


You could make a Global variable Int (name it say Chars_Chosen). set it to 0.
Add 1 to Chars_Chosen when each character is selected. if exactly 3 have not been selected you can not move on and you could have a message to display why and Chars_Chosen gets rest back to 0.

Code: ags

}
 if(Chars_Chosen==3){
// Do this
} else {
 Display("You need to select three players.");
}
}


These are basic examples to get you started and can get quite complex.

EDIT: Just seen Andail's post...



#2852
Hi,

Quote(maybe you just snipped it off when copying?)
It's just one part of the script and it does it well enough ;)

#2853
Hi,

from Mandle
QuoteDoes upping the character's walk speed on the way back compensate for the problem or does it change nothing?

well, after your suggestion about speed Mandle I did this and it seems ok now:

Code: ags


function room_RepExec()
{
 if (cTiger.Moving ==false && cTiger.Room==11)
 
 if(cTiger.Loop==1){
 cTiger.StopMoving();
 cTiger.SetWalkSpeed(8, 8);
 cTiger.Walk(680, cTiger.y);
 cTiger.Loop=2;
} 
 else if(cTiger.Loop==2){
 cTiger.StopMoving();
 cTiger.SetWalkSpeed(7, 7);
 cTiger.AddWaypoint(458,  cTiger.y);
 cTiger.Loop=1;
}
}


This is something that should be looked into in future editions.

Happy days.. I think (laugh)

cheers ;)


#2854
You mean like shoot first and ask questions later (laugh)
#2855
Site & Forum Reports / Re: AGS warning
Wed 28/01/2015 08:55:47
Could be a program hijacker or security issue.

Sometimes windows or browser updates can mess things up.

Hope you get it sorted.
#2856
Hi Iceboty V7000a,

There are no loop frame delays, only an overall delay of 4 for all.

In show preview the animation speed looks the same for both loops 1 and 2.

Anti-Glide is removed in 3.2.1 .
Code: ags

 cTiger.MovementLinkedToAnimation = false; // does not cure the different speed issues.


It's not a real major issues but it is niggling.

#2857
Because it is patrolling.

Even this has the same result:
Code: ags

 if (cTiger.Moving ==false){
 cTiger.Walk(670, cTiger.y);
 cTiger.AddWaypoint(458,  cTiger.y);
}
}

#2858
Hi,

Loop 1 and 2: same amount of frames, same sprite numbers (flipped for view 1) but loop 2 is slower than loop 1.

Code: ags

function room_RepExec()
{
  if (cTiger.Moving == false){
  cTiger.AddWaypoint(670, 367); // loop 2
  cTiger.AddWaypoint(458, 367);// loop 1 
}
}


#2859
The Rumpus Room / Unnecessary posts
Mon 26/01/2015 08:51:45
Hi

I think more stricter moderation by mods is needed for unnecessary posts that are used to plainly bump and / or are very ill fitting (nod)

I have also recently seen someone who has endlessly posted within minutes of each post.

I'm not a killjoy but find this unnecessary and at times irritating.

Sometimes what has been said should be in a PM and addressed instead.

8-0

#2860
AGS Games in Production / Re: The Condemned!
Sun 25/01/2015 09:02:09
Hi Cassiebsg,

QuoteI only have one question/grip with the concept... why would you give a 1 million dollars on top of freedom?
It's an added incentive (something that incites or tends to incite to action or greater effort, as a reward offered for increased productivity) to produce a great game-show. Remember that it is live online and viewers want 'action'.

Even if the network forecasters have predicted a subscriber turnover of over $100,000,000 dollars maybe the producer does not intend to pay the million dollars....

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