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Messages - Slasher

#3341
Quote from: Spookster on Sun 14/07/2013 17:41:55
Thank you both!!

Adeel, I had tried what you suggest, but I keep gettin an error: "Undefined token". Should I add something else to the dialog form?



Slasher, where should I write that?

Thank you again!


Depends how it is fired to start:

ie: Using 'Talk to' mouse icon on character to talk, during a dDialog or after another event etc etc

An example would be thus:

Code: AGS

function cEgo_Talk() // before trying to talking to the character cEgo you must select cEgo and click Talk to character in its events panel. The Talk function is added automatically. You will need to instruct it what to do as in the script.
{
  dialog begins as my previous post
}


Something along those lines.

EDIT:

If using a dialog with options you must tab (SPACE) certain functions
Code: AGS

TAB CEgo.Say("dfgdfhdfhffg"); 
TAB CEgo.Walk(200,200,eBlock,eWalkableAreas);
return // No tab space for this part



#3342
Well,

Simple way:

Start with the object visibility set to false in its events panel.

Let's call it oball.

after you have run through the specific dialog make the object visible by making object visible = true, then have the player walk to that object eblock, make object visible = false and then add inventory object to player.

Example plain talking dialog:
Code: AGS

Cplayer.Say("blah blah.");
Cnpc.Say(("blah blah.");
Cplayer.Say("Thank you.");
oball.Visible=true;
Cplayer.Walk(200,150,eBlock,eWalkablearea);
oball.Visible=false;
Cplayer.AddInventory(iball);


This is one way that works.

You can of course use this sort of thing when using dDialog as well.


#3343
Well,

all templates should go INTO the folder named 'Templates' which is in the main AGS Folder.

If you don't have a folder named Templates then make one.




#3344
Well spotted old chap... Of course it has actually changed since then...

I suppose I should update my images?

----DUN----


#3345
Hi

PED re-disigned and a new screenshot still in production.

Earthman Vs Alien Cowboys. Can you win the Green Slug drinking contest?


Progress: 20%


#3346
Hi

What would be the way to turn off a Dialog Option BEFORE the Dialog begins?

If player has this inventory item then turn this option off in the Dialog.. sort of thing.

cheers

EDIT: I should have realised it goes in the Dialog startup entry point.


#3347
Generally most people use a custom GUI with buttons (play / load etc) we call it a splash, intro or menu screen.

It can be as hard or as simple as you make it.

For more just ask.




#3348
Kepler: Are we alone?

Latest screenshot:

Hovering on a frozen planet:

Does the Obelisk hold any secrets?

Game progress 15%



#3349
Hi,

AFAIK you can't scroll with custom GUI Dialog's, unless someone has made a module or other to do so.
#3350
Hi

I've got a situation that up to now is still unresolved.

Splash screen:

+ Cutscene
- Cutscene
Load

On clicking the + Cutscene a Typewriter (Typewriter Module) starts typing text.

Now, if the user presses ESC to bypass the Cutscene the screen freezes for about 15 seconds and the Cutscene ends and the game carrys on.

I find the 15 second wait unacceptable.

I was in two minds how to deal with this.

Any thoughts?

cheers


#3351
Hi

New screenshot

You are on a planet trying to find things to fix your rocket damaged by a rogue meteorite.
You must fix your rocket, find the Kepler telescope and complete your quest:
(Of course things are not as easy as that.)

Suddenly you begin to see nightmare visions of the past.


Game Progress: 12%



#3352
Hi,

Concept: good
Gameplay: fair
Player interest: poor / fair

As Crimson states:
QuoteVersion 2 should have a room and two animated characters.
This will make it more playable and therefore more enjoyable.

Well done for a first game ;)


#3353
Thanks guys,

much is going into this game and I am stepping outside of my comfort zone to expand my skill abilities.

Meet Azaban: A space junk shop owner...

Remember: 'In space no one can smell your fear...'  (laugh)

Game Progress: 10%

New screenie soon...




#3354
Hi

QuoteThere's certainly a corruption of room file (*.crm), I think.
This does in fact appear to be the case. I loaded a different Room and it was ok.

I deleted the 'bad' Room and made a new Room to replace it. I added the background and it changed with no problem so i guess corrupted Room.

All I have to do now is rebuild everything. Aghhhhhhhhhhhhhhhhhhhhhhhhhhhh

Thanks Crimson

Oh well, such is life.

Cheers guys

#3355
Hi

3.2.1

No errors until I started computer later in the day and opened AGS and ran game.

Here is the script for part before error occurs:

Code: AGS
cspaceman.Walk(602, 1250, eBlock, eAnywhere);
 cspaceman.Say("SAL: Activate landing systems. Prepare to land. Maybe I can find the solutions to the ship's   problems on this planet.");
 game.speech_text_align =eAlignLeft;
 Button23.Animate(5,0, 3, eRepeat);
 cSpace.SayAt(3, 300, 200, "Landing systems activated.");
 Button23.NormalGraphic=414;
 game.speech_text_align =eAlignCentre;
 float duration = 2.5;
 cPlanetPB11.TweenScaling(2.5, 170, eEaseOutTween, eNoBlockTween);
 cspaceman.Walk(cEgo.x +0, cEgo.y -120, eBlock, eAnywhere);
 cPlanetPB11.TweenScaling(2.5, 200, eEaseOutTween, eNoBlockTween);
 cspaceman.Walk(cEgo.x +0, cEgo.y -90, eBlock, eAnywhere);
 cspaceman.ChangeRoom(6, 265, 249);

#3356
Hi

QuoteDid you imported a project in other editor version recently?
No.

QuoteWhat will happen if you run "Rebuild all files" command from menu?
I will try that. BRB

edit: AGS errors and closes program!

Should I use game bak?


#3357
Hi

Room to load is 640 x 480. One background Only. My RAM is a modest 352Mbs HD 1 Gig spare.

The game was ok earlier yet when I opened the game later to play the game I got the error.

cheers



#3358
Hi

any idea as to why this error message should arise?

Error: Out of memory: failed to allocate-1795162107 bytes (at PP=200)

cheers




#3359
Hi Khris,

QuoteI guess they were covered by the walk-behind?

Nope. Walk-behind positioned at right-hand side middle approx 60 x 50 baseline set just underneath.




#3360
Hi

Character is transparent 100. Rocket lowers down the screen.  Character transparent 0.
Character appears from behind rocket and talks. Character then walks to Walkable area lower down the screen. Character baseline=500 so as to appear in front of rocket. A Region alters Characters baseline accordingly with a WalkBehind baseline.

Ok so far.

Now, when interacting with the rocket the mouse mode events work fine. However, the 3 Hotspots, 1 Region and 1 Object fail to run mouse events or OVERHOTSPOT.

Nothing has been disabled.

When 'starting' in that room when testing everything works fine.

Do you have any ideas as to why?

cheers

EDIT: I dumped the Room code and re-scripted and ok now. I guess there was a confliction somewhere.


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