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Messages - Slasher

#3461
QuoteShould I make an Inventory Window and then script it so that it appears how I want
If you mean you only want to show '6' objects at a time you could use the inv item width and height in the inv window events panel to space out the inv items so that the window only shows only 6 inv objects nicely distrubuted. You can use Scroll down arrows to see more inv items if you have any.

Or do you mean only ever '6' max inv objects at a time? You would need to script to check how many inv items you have.

EDIT: your below post is how you would set up the inv window item witdh and height in the inv window events.
You will need to make adjustments to window size and the width and height of the items until they appear as you want them.

Try it and see how it goes. We use this method all the time.


#3462
Well if your were to ask PS or 360 players and the like I expect they would tell you what 'They' liked and what made a particular game great in terms of RPG for 'Them'.

So, with AGS in hand, you try to replicate what you saw on your friends 360. Neat tricks, stunts, amazing weaponry and stuff, brilliant graphics, moves to die for..... How do /  would you handle it? Could you pull it off with AGS enough for people to go 'WOW'... If only one could get that response that would be totally AAA...

I think its all personal preferences and it's a case of: quote 'Please some people all of the time....' unquote

If you want to make say a Tombraider, go ahead and blow your mind trying to script it, I'll download the Tombraider Level editor, it's easier (laugh)

So, what makes a good RPG... ask your PS, 360, AGS gamer friends, preferably when they are playing and in a zombie state  (laugh)




#3463
The Rumpus Room / Re: What's your "Day Job"
Tue 16/04/2013 06:56:29
Well, I could have put Train Driver, prof musician (the guy that used to jump on chairs and tables in his underpants 8-) ), website designer, general laborer... But now it's 'sit on yer bum' being dismally fed up since my stroke which has left me partially disabled (forgetting things, memory loss, difficulty co-ordinating and stuff...I have a positive outlook mind and I hope one day that I can add what I do jobwise HERE until then AGS is a great comfort and mind occupier so you could say my job is an AGS'er (laugh)
#3464
I think they were trying to see if that way would worked.

The Tween can fade in / out GUI's as well, I 'v used it.
#3465
No wonder some of the games here (mine included) look a bit drab, and paying out good money for no-returns must be about a labor of love, of course if it's good enough to sell maybe you will make a bit of a profit.

If you hire a professional than you should expect to pay his rates whatever the cost.

I'v always believed that programs like AGS should be about giving amateur people the chance to make games irrespective of graphic or other skills. It should be about sharing.

So, if you seek a pro then get out your wallet and spread the wad.

It is nice though to see well drawn and colored backgrounds in a game.

If only I had great graphic skills... £100 a background  (laugh)



#3466
You appeared to be trying to over complicate things.

It's the sort of trap many fall into (myself included.)  (laugh)

If it's sorted then that's great  8-)

Edit: in answer to your below message:
QuoteIt did not work.



#3467
Hi Khris

QuoteI very much doubt your computer does not support it.
If I try to run setup with Direct3D I get the message unable to run at 640 x 480 resolution: requested adapter is not supported.

When I upload TEST 2 I will send PM link to you Khris, if it is not sorted by then.

I'm running XP & sp2

DoorKnobHandle

Quoteyou forgot to mention what version of AGS you're using.
I use AGS 321

cheers
#3468
Hi,

I have been informed about the following:

If direct3d is on then player appears behind a few objects.

My computer does not support direct3d (I only have Directx 9.0c) so I use DirectDraw5 and the player appears in front of these objects as it should.

Game is 640 x 480 16 color.

Can you shed a light as to why and what should I do?

cheers
#3469
Sounds a poser for you.

You obviously need a way to check which character the player is talking to in the dialog if you intend to do it this way.

This may involve if / else if functions and possibly variables etc etc to check which player the dialog refers to.

How you check which NPC could be done in various ways. Do you really want to go this route?

With just a few dialog options (you say 3 or 4) and they are the same for each NPC and you only have a few NPC's you might be better off letting each character have their own dialog. It would save the additional scripting.

You can copy and paste dialogs and just amend each dialogs NPC to show what it is 'they' will say in response.

It does save time and frustration.

Of course, if you want to go the other route then do so by all means and perhaps one of the super scripter's here will show you the best way to go about it.



#3470
AGS Games in Production / Re: Calm Waters
Wed 10/04/2013 14:45:07
Love the Intro especially the camera work.  Brilliant  8-)

slasher

#3471
Khris

QuoteAlso, not sure you need all those Game.DoOnceOnly()s there
Yes, of course. Now that I have it working I could take the Game.DoOnce(s) Only out.

QuoteIt's really unfortunate that currently, sounds aren't numbered (like objects or views) and doing it like that or using an array whose values have to be assigned equally tediously is the only way.
It can be a tedious but such is life and I'm sure a later version will deal with this (laugh)

cheers

slasher


#3472
Hi

I'm trying to figure out a way how to play an audio countdown when a Timer Expires.

A NPC text displays a countdown every time Timer Expires (SayBackground)and works as it should (20 to 0).

I have tried different ways to approach this.

Maybe there is a way to PAUSE a sound (countdown audio 20-0)when Timer has Expired (Timer gets set again) and then UNPAUSE the sound or increment?

I have this so far in Timer Expired:

Code: AGS
function room_RepExec()
{
 if (IsTimerExpired(1)) 
{
  oblood.Move(oblood.X-0, oblood.Y+6, 2, eNoBlock, eAnywhere);
  countdown=(countdown-1);
  oghost3.SetView(81);
  oghost3.Animate(0, 4, eRepeat, eNoBlock);
  ccount.SayBackground(String.Format("%d",countdown)); // This is where have an audio countdown would come in.
  SetTimer(1, 40);
}


Is there a way to do this only it seems odd without audio whilst NPC is counting down, not blocked?

EDIT: I was thinking of doing something with the countdown int. It's set at 20 and lowers 1 each time Timer Expires.

EDIT EDIT: This seems to work ok and does not block or interfere with Timer events:

Code: AGS
 }
 // COUNTDOWN AUDIO SOUND

if (countdown ==19 && Game.DoOnceOnly("19") && tasandun==false)
{
 aCountdown19.Play();
}
 if (countdown ==18 && Game.DoOnceOnly("18") && tasandun==false)
{
 aCountdown18.Play();
}
 if (countdown ==17 && Game.DoOnceOnly("17") && tasandun==false)
{
 aCountdown17.Play();
}
if (countdown ==16 && Game.DoOnceOnly("16") && tasandun==false)
{
 aCountdown16.Play();
}
 if (countdown ==15 && Game.DoOnceOnly("15") && tasandun==false)
{
 aCountdown15.Play();
}
if (countdown ==14 && Game.DoOnceOnly("14") && tasandun==false)
{
 aCountdown14.Play();
}
 if (countdown ==13 && Game.DoOnceOnly("13") && tasandun==false)
{
 aCountdown13.Play();
}
 //etc etc etc
 


This code has been if else slightly amended and in rep always so it works through blocks.

cheers

slasher


#3473
Do you only want text to display under certain conditions?

You could set the Button to display nothing and then let it display text when it's appropriate.

Code: AGS
BStart.Text=""; // Shows no text on the Button (BStart).
----------------------------------------------
BStart.Text="Start"; // Will display the word 'Start' on the Button (BStart) or whatever you want it to display.




#3474
You need to space the buttons apart. Drag the top right icon (?) to the far right of the iconbar and move the others to the right and have a small space in between so they all fit nicely onto the iconbar width.

Best to drag them all, one at a time, and then used each icon events top and left positions to move each icon gently.

Same as with the Exit GUI icons and you may need to adjust the font for the text display.

This should help.

#3475
The Rumpus Room / Re: My Girlfriend...
Fri 05/04/2013 20:55:25
Lighten up Ali...

You are too young to remember the 'Greats'  (laugh)

Listen, i was married for 20 years...





#3476
The Rumpus Room / My Girlfriend...
Fri 05/04/2013 19:31:37
Looking in a lingerie shop window my girlfriend said "I could really use that bra."
"Use it! You could flipping well live in it." I replied

My girlfriend is the best lay in the country. You ask Fisons....

My girlfriend says she has not got a big bum. I said: "Oh yeh? You must have a couple of frigging big dimples then!"

Have you a 'Girlfriend' joke?



#3477
Issues include:

No direction indication in most places, an arrow or something to show the way you can go would help.
Particularly in the kitchen, table with plates, computer.(You could draw arrows that show exits on the background.)

Volume. All the audios (look in the audio tree under music and sound) you can adjust volumes from there. 100 is high and you can set its priority. This is a basic way. Balance between background music, sounds and speech should be adjusted until everything sounds just right at the right levels.

Restore / restart GUI needs fixing,

To name but a few.

EDIT: Just seen Darth's post. He has a point.

slasher

#3478
Issues include: No direction indication in most places, an arrow or something to show the where you can go would help.

All you do is to copy the 'actual games folder' which has probably been saved in 'my documents' and it contains all the rooms,scripts, compiled folder etc etc. That is the folder you want to copy, zip it and upload it and then give a link to download it. That way people can edit the game and correct issues.

Please ask if you require more info

PS Mod will no doubt move this to the appropriate thread.

regards

slasher

#3479
Hi

it's nice that the kids have an involvement and it would be great for then to see it come to life.

I have run over the game, cute  (laugh)

There are a number of issues that could do with re-thinking and re-applying.

It may be an idea to upload the whole games folder (not just the game itself) and give a link to people who send you a message offering to help.

I am certain you will receive what you are looking for from the many talented people here, er me included, you can send me a link.

Good luck

slasher



#3480
Dear an Urpney

you have not listed any skills you can offer on your profile.

You have, however, tested one game. No offence, but I doubt that you have the experience I am looking for.

;)

I have one competent tester so far and seek others to indulge in the darkness and do their stuff.

Update: Voice acting still in progress.


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