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Messages - Slasher

#3301
Hi Crimson/Lewis

QuoteI presume you are using logic similar to Default template, where they hid those controls under following condition:
Yes, and it is correct.

1) Vox is in compiled folder.
2) Voice has not been turned off.

EDIT I know my eyesight is failing but this is ridiculous and 'I don't believeeeeeeeeeeeeeeeee it' (laugh)
As Crimson pointed out: I did turn voice pack off in the setup

All back to normal.

Thanks and Sorry guys..


#3302
H Lewis,

1: Yes
2: Yes
3: Yes
4: Not to my knowledge


#3303
Hi

I'v hit a problem scenerio:

I started a game with voice but later decided not to have voice so I took out all the voice numbers.

Anyhow, i thought I would add a narrative bit and added a voice number. It failed to work so I deleted the Vox and rebuilt the game and a new Vox was compiled (new Vox file visible). However, it seems it is not registering the speech files like it used to and will not play any of the speech and voice/text controls do not show up in the CP.

Any ideas?

cheers





#3304
QuoteI just want to know how to integrate the other functions in the GUI, like push and pull. There is no option for these actions in the drop down ellipses for objects, how can I make them work?
They can be manually scripted (if you know how)  but there are also some Templates you can use to do this and I would suggest you find and use one of these.

I'm sure someone will give you a link to a suitable one.


#3305
QuoteAnyone know if AGS has a built in "safety zone" around the edges that might have this effect?
Not to my limited knowledge.

As a rule, if I am not using any edges to run events, I put the all edges tight to the rooms edges giving the whole background as the 'game area'.

If you were an inch 'inside' an edge then it should be within the 'game area'.

Obviously if it works elsewhere there is a definite problem.



#3306
From Khris:
Quoteinteract cursor with a cursor hotspot somewhere in the center and simply have a hard time of getting the click to line up with a relatively tiny wrench sprite

This is so relevant when placing the mouse cursor hotspot position. Many times people have placed it at the palm of the hand and you generally use the fingers and therefore clicking will not work. I usually place it at the tip of the middle finger for the hand cursor.

Take this into account for the other mouses cursors as well.

#3307
The Wrench Clickable area(s) may be a bit too small and you need to click in correct places of the object: hence the pixel hunt.

Remember that mouse clicks don't respond to transparent area(s).

Expand the area around the Wench to match the open chest (re-draw Wrench image). This will make the image clickable area bigger.

This is something many newbies encounter.

QuoteWhat is this about alpha channels though?
Check out: http://en.wikipedia.org/wiki/Alpha_compositing


#3308
Hi

You should start all Object names with an o (as in object).
You should start all Inventory names with an i (as in inventory).

So ToolChest should be oToolChest. This is in keeping with AGS etiquette and organisation.
So Wrench should be iWrench. This is in keeping with AGS etiquette and organisation.

you can simply change an object graphic by setting its sprite number:

Example:
Code: ags

 //After interacting with oToolChest
oToolChest.Graphic=157;// Changes object oToolChest sprite number: now with appearance of the object inside (image has drawing of wrench within). 

//After interacting with the oToolChest yet again you receive the Wrench (iWench) in your Inventory and the oToolChest graphic changes oToolChest object as 'Empty' sprite number:
oToolChest.Graphic=158;// Object graphic sprite number that shows oToolChest as 'Empty'.


Obviously you would amend the above sprite numbers with yours.

So you only need 1 object oToolChest with 3 sprites and just change its graphic sprite number when required.

Hope this helps.


#3309
The Rumpus Room / Re: Icey games' thread
Mon 26/08/2013 09:11:29
I think this Thread has run its course... it's time to lock it...


#3310
New Screenshot in production (top half):

In the underwater city of Neptunia can you obtain a much needed air shell for your rocket's damaged air supply?
Things are never as easy as they should be and you can sense a hard, daunting task coming on!
Will you ever get to the Kepler Telescope and retrieve the data?


Game Progress: 75%

***** Future testers still required.


#3311
When the good times were rollin'



'Scuse me while I kiss the sky....


#3312
Blast.. Just remembered that which is something I had to do in a previous game :(


#3313
If within the Room and normal speaking.

1) In the Room script you use the full character Name.

If you wish to play JOAN1 when cJoan talks you should script:

Code: ags
cJOAN.SayBackground("&1 Hello, my name is Joan.");
   // That's if JOAN is cJOAN.

Also mp3 takes order over ogg I believe.

MOD:  # CODE not working.
Edited by mod: Fixed. The current tags are [code=ags][/code] since the forum upgrade. I'm not sure but I think AGA once mentioned that it's hard to implement it as the old [code][/code] or something like that.

Hope this helps.
#3314
Hi,

Khris
It will not do the effect I had in mind. Instead I have used an object (oGuage: it is an indicator arrow that follows player's y) and the background has a depth ruler on it that measures the depth of water and it gives the same effect.

cheers
#3315
Hi

I am trying to figure out the following.

Room size 1000 x 2000.

One left edge is a GUI (gGuage)70 X 1800 with a Button (BGuage) that follows characters y up and down.

What I am trying to achieve is for the GUI to fill the whole 1800 (length) instead of just the seeing the top half (480).

The game is 640 x 480.

Would you help please?

cheers


#3316
New Video Capture:

[embed=640,480]http://youtu.be/vggaREHe_Dc[/embed]

New Screenshot in production

Coming across a city under the sea (part screen):


Game progress: 70%

Future testers still required.

#3317
Hi

There is an issue with AGS concerning DD5 and D3D as we all know. I have had this problem myself.

If your game is set to run with DD5:

Whilst DirectDraw5 is still supported it is wise to ram the fact home to players that the game should be ran in DirectDraw5 and to select that option.

At least until this has been remedied or DD5 becomes obsolete and is removed from the option setup.

#3318
Quotec) It is impossible to make a bad Oceanspirit Dennis game-they are bad on purpose.  (laugh)

If you are looking for inspiration then you need an open mind.

Take a favorite film and give it a sharp twist.

Honestly, inspiration comes from within. If you have not got any then wait until you have.

There are tons of inspirational ideas everywhere...

Pick one that inspires you and go with it.

Tina does Transylvania - Hump the vamps without getting bitten  (laugh)





#3319
QuoteThe Dentist is powerless to foil!  Defeat evil with pudding  (laugh)
Sounds right up my street.

Downloading
#3320
Quoteor is there a way to do it through the editor?

You should:

In the Room Node right click the problem Room and choose Delete this Room.

This way you still have a copy of the Room crm in it's games folder for reference and I suggest you rename it like Room 6 ORIGINAL etc.



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