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Messages - Slasher

#3441
QuoteI don't believe it!
As Victor Meldrew would say  (laugh)

I had amended maxchildren and stupidly forgot you have to play game from start.

This is one part of the compile (variable) system I hate!

Anyhow, guess I'll have to play from start with fingers crossed.

#3442
Hi Crimson

Yes, I understand.

The Children Label itself shows 17 (which is maxchildren) so it can't be 18.

Both 17 and lower will show %. 17 being 100% on the Ltotal label.

It must be a room script error. I will have to take the room apart and check.


#3443
Hi

Dilemma time.

For some reason I find below does not give correct shown % when maxchildren is reached (17) it shows 106%.

Correctly the label should read Children times 100 divided by maxchildren

Int maxchildren set at 17.

I thought it was alright some time ago.

Code: AGS
  Ltotal.Text = String.Format("You have rescued %d%% of the missing children",(Children*100)/maxchildren);


Based on:

Code: AGS

Children=(Children+1)



#3444
Quotethe game uses requires using the D3D9 graphics driver.
That's why. I can only use DirectDraw5



#3445
AJA

I think my computer's too low tech  :(

Win XP with service pack 2

Res does go up to 1280 x 1024.

It must be the graphics adapter not being good enough.






#3446
Great stuff Phemar

Lots of people are looking for this type of display ;)

cheers
#3447
It won't run on my computer  :(

oh well...
#3448
There are a number of problem areas within this game and things that should have been there were missing.

If this is your first game then you have done fairly well. The story, red backgrounds and ideas were quite good. I loved the music you chose.

I don't know how long you worked on it but I've played games that took many months to make and they were no better than yours to be honest.

It can be hard to escape linear solutions sometimes but keep working at it ;)

Hopefully you will take on board peoples comments for your next game.

Good luck with future games  (nod)


#3449
Pressing ECS quit the game automatically.
#3450
Beginners' Technical Questions / Re: AddPoint
Sat 20/04/2013 19:26:03
I get this error after compiling ok and then try to run game:

Script link failed: Runtime error: Unresolved import 'Character::WalkToPoint;


All appears to be working. I will run some reals tests.

Thank you Cerno ;)

slasher




#3451
Beginners' Technical Questions / Re: AddPoint
Sat 20/04/2013 19:03:53
Hi

I have done that all and I am trying it out.

cheers


#3452
Beginners' Technical Questions / Re: AddPoint
Sat 20/04/2013 16:33:16
Hi

This is only a trying example to get the code working. It works on the throw of a dice. Of course I would prefer to use co-ord reference names.

I made an int(50) named Point

Then functioned these in Global Header:

Code: AGS

function Points1()
{
 cEgo.Walk(66, 389,  eBlock, eAnywhere);
}

function Points2()
{
 cEgo.Walk(66, 301, eBlock, eAnywhere);
}


function Points3()
{
 cEgo.Walk(66, 135,  eBlock, eAnywhere);
}


Then Run them:

Code: AGS

function Button2_OnClick(GUIControl *control, MouseButton button) // STOP DICE
{
 object[2].StopAnimating();
 if (object[2].Frame==0)
{
  Points1();
}   
 else if (object[2].Frame==5)
{
 Points2(); 
}   
 else if (object[2].Frame==1)
{
 Points3();
}
}


As I have said, I would prefer to reference co-ords by NAME.

#3453
Beginners' Technical Questions / AddPoint
Sat 20/04/2013 10:53:46
Hi

Khris mentioned about AddPoint a little while back. Could he (or someone else who knows) please explain this a bit more as it is would come in very handy. Referencing areas of a Room would be a great asset.

cheers


#3454
QuoteThe latest version of the book can be found in PDF format here:

very interesting book  8-)
#3455
Hi,

To have the text align left you could use:

Code: AGS
game.speech_text_align=eAlignLeft;


To Display text in a certain area you could use:

Code: AGS
cEgo.SayAt(220, 20, 100, "My name is ego"); // Left, Top, Length, Text


You could also look at using a GUI with label to display the speech, as for typewriting text do a search for typewriter as there are a few answers to that very question.

Hope you find the right solution

#3456
Hi

there are a few ways to you can go. You mention about Hotspots.

Using Hotspots is one way. Sometimes if I have an object that is quite small, and to assist the user, it makes sense to draw a big Hotspot behind it and use that to trigger events (especially for Mouseover Hotspot).

I've used these to disable mouse wheel:

Code: AGS

  mouse.DisableMode(eMouseMiddle);
  mouse.DisableMode(eMouseWheelNorth);
  mouse.DisableMode(eMouseWheelSouth);



#3457
QuoteSpine

And at just $60 special offer it's got to be a steal 


#3458
Beaten by Andail  (laugh) Yep, that's the way to go.


In default you may need to use invCustomInv rather than InvWindow, I'm sure.

Of course you would include an 'else' to allow you to add object to your inventory if you have under 6 items.

#3459
If you only want 6 at a time you should ask for help with inventory count check script.

It should not be that hard to implement.

Good luck

#3460
This is the default inventory GUI not customised except for width and height. sizes:

Is this what you are looking for?

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