Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Slasher

#3141
Hi Gurok.

implemented, adjusted and works a treat..

Oh, and it is Buttons that take you to locations.

cheers ;)


#3142
Cheers Gurok I'll try that....

;)
#3143
Hi,

I have come across a situation that I am trying to overcome.

It involves going from location to location and returning to previous location (and x y - scripted).

Whilst the below code works fine there is a hurdle to overcome if you then go from 19 to 20 or 20 to 19 (after locating from a sewer room - there will are 5 +). PreviousRoom is not valid, nor is HasPlayerBeenInRoom.

So obviously I need a way to check Room you are in (19 or 20) and to always go back to the sewer room you were in last time if you then click the Sewer Location button.

Code: ags

function Button75_OnClick(GUIControl *control, MouseButton button)
{
 if(cCharles.PreviousRoom==21 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(21);
 }  
 else if(cCharles.PreviousRoom==22 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(22);
 }  
 else if(cCharles.PreviousRoom==23 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(23);
 }


Hope this is understandable and that you can help.

Thanks



#3144
Hi,

did you import it to the Music Folder?

If you imported it to the Sound folder then it will only play once.
#3145
Hi,

Monkey:

Quotebut why on earth did you decide that calling SaveGameSlot and then doing bound-checking was a good idea?
I did eventually realise this and knew, as I looked at it a bit longer, it would not work the way I wanted ;(

Snarky:

QuoteJust to cause players frustration at the point where they run out of slots?
The limited number of Saves no longer applies ;)

It was an idea I had, and ideas don't always work or are appropriate..

cheers





#3146
GUI'S in production (since this post buttons have been amended):





Game progress 73%



#3147
Hi,

I am implementing a maximum save game slots. If the player tries to save a new game slot when the maximum is reached a message appears telling them they must delete an already game slot before they can save a new game slot.

The maximum number of slots is 8. It seems to work ok untill you start deleting all slots and the slots scroll down showing unseen saves.

The border and arrows are set to false.

What would be a better way than this?

Code: ags


function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
     
    gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
  
    i++;
    }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);


if(i>=7)
 {
 DeleteSaveSlot(7);
 DeleteSaveSlot(8);
 Display("You must delete a saved game first before you can make a new save slot.");
 }
  else
 {
 
 aButton_click4.Play();
 gSaveGame.TweenSize(0.5, 800, 10, eEaseInTween, eBlockTween);
 mouse.Mode=old_mode;
 close_save_game_dialog();
 }
}


Could someone assist please?

Thanks


EDIT: Gone a different route


#3148
You have to laugh (laugh)

Now I know where I have been going wrong all these years (nod)

Amusement to resist....
#3149
Hi,

I did an almost similar thing some time ago. Your version is pretty cool and as you say, observation of moves is the key, unless it's a random response.......trickier I know (laugh)
#3150
New Room in production.

Visiting a whorehouse:


Game progress: 70%
Helpers always wanted.



#3151
Thank you Khris.

I had a feeling it might involve walk speed value and AnimationSpeed value.

SetGameSpeed might be a way to go if I can't get it 100%. Of course I'll have to reset it when player stops moving.

I'll have a tinker around...

QuoteLots of text. Hope it's helpful.
Never too much Khris and yes, very helpful ;)

Thank you

Slasher
#3152
Hi,

I have a niggling situation that I wish to resolve.

I have an object (flame torch named otorch) that follows the player (named cCharles) (+- x / +- y) in all 4 of the player loops. I am using the  flashlight plugin. So it looks like the player is carrying a flame torch (otorch is animated).

It all works fine until I increase the players walk speed, it makes the object (otorch) jerk a bit which is a bit off-putting.

Adjusting object move speed in relation to player walk speed is what I am trying to achieve or something that gives the desired effect.

I know I could make another Player View (holding torch) but decided not to.

Here is some code I have used:
Code: ags
function room_RepExec()
{
 if(cCharles.loop==2){
 otorch.Baseline=0;
 otorch.X=cCharles.x-2;
 otorch.Y=cCharles.y-80;
 }
 else if(cCharles.loop==1){
 otorch.Baseline=600;
 otorch.X=cCharles.x-2;
 otorch.Y=cCharles.y-78;
 }
 else if(cCharles.loop==0){
 otorch.Baseline=0;
 otorch.X=cCharles.x+19;
 otorch.Y=cCharles.y-55;
 }
 else if(cCharles.loop==3){
 otorch.X=cCharles.x-24;
 otorch.Baseline=0;
 otorch.Y=cCharles.y-62;
  }
}


Can you assist please?

Thanks


#3153
Hi,

I agree with Andail.

It's about your credibility and respect.

If you have both then you are in with a chance of people putting their hands in their pockets.

No one in their right minds would stick loads of money on a rank outsider.

Love your graphics by the way ;)



#3154
New Screenshot

Can you find out any information at a high class opium den?


Helpers always wanted...

#3155
Hi

QuoteUsually I code on a trial and error basis
I think most of us do at the beginning, but we should always take in what the the experienced guys recommend and keep browsing the manual and forums.

After doing all the views for the walk, talk and idle I find it really useful to make new animations for stuff I wish my character to do in the game IE bending over, reaching up etc etc and have them LockView animations. It is time consuming but worth the time spent and can be used anytime.

LockView is a definate yes yes when it comes to extra character actions / animations ;)

After you are quite well versed you should be able to access the situation and what you want to achieve and in your head you should know 98% /100% of how you intend to do it.

Hope this helps ;)


#3157
Cheers Khris,

have downloaded ;)

Date and time correct.

slasher
#3158
Hi Khris,

any chance of putting a copy on another server? Google won't open because invalid certificate.

cheers

slasher
#3159
Hi,

it took me some time to get used to the gui snapping and lock but now I find it very useful.

Whatever happened to the depreciated object lock?

#3160
Loved the trailer... Great stuff (nod)
SMF spam blocked by CleanTalk