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Messages - Slasher

#3561
Your walks should be eBlock as far as I can see else the script will automatically run player change room before you have the walks.

You could make a variable to indicate first, second, third, fouth etc time you enter the same room.

You do have First Load already evented in Room events panel. After that you can use variables.

Hope this helps.

#3562
The coordinates of a player, normally, are taken from the center of its feet.

If you want to check players x y you can use this code.

Hover mouse over player when it has stopped moving, this will Display the players x y position.
Code: AGS

function room_RepExec()
{
 if (Character.GetAtScreenXY(mouse.x, mouse.y) == player) 
{
  Display("The player is at %d,%d.", player.x, player.y);
}
}




#3563
Now with both Walk and Run facility. Have since added Trot.

'Suddenly an evil spirit tears open a wall and appears,
heeds a warning and then closes back the wall tear!!'

How much can you take! Do watch your anxiety level!!



#3564
Thank god for that.

Hope you enjoy and get a game going.

No doubt will hear from your soon (nod)
#3565
Cheer Khris

Got it all sorted now.

Thank you

#3566
Hi Khris,

thank you for that info.

unfortunately:

GlobalScript.asc(137): Error (line 137): undefined symbol 'theGUI'

This is line 137
Code: AGS
 if (theGUI != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 304) {




#3567
Hi, niggling problem

The SaveCursorUntilItLeaves does not always release properly when it moves off gstatusline.gui after click a button on said gui.

Code: AGS
function repeatedly_execute_always() {
  
GUI *theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
 if (theGui == gStatusline) 
{
 mouse.SaveCursorUntilItLeaves();
 mouse.Mode = eModePointer;
 mouse.ChangeModeGraphic (eModePointer, 304); //304 being a custom pointer graphic
} 




#3568
Could be a windows problem...possibly.... see how it goes now.
#3570
Try

Uninstall Net Framework 2.0 and try Net Framework 3.5 (that one includes .NET 2.0 & 3.0). Don't Download 4.00.

Download here
#3571
That code's good, thanks Khris... now, if we can just get player to speech animate  8-)
#3572
QuoteI may be wrong, and I hope someone will correct me if I am, but I don't think you can permanently move where a text GUI displays by default.

Text GUI's are hardcoded and can't be moved. Making a normal GUI to display text is what we generally do because that way we can set it's position. However, it will not 'stretch' to accomodate text like normal Text GUI's do so its a little resticted afaik.

I would have thought you would have used the default template, that way you could play around with exsisting GUI'S whilst learning.

Anyhow, hope you sort this out.



#3573
Well, if you consider that the former owners were all sadistic murderers then I think De Sade's is appropriate  (nod)
#3574

GAME RELEASED!
(click above for download link)



Pristine clean your monitor.... Play in the dark.... Headphones on LOUD.... Leave gamma..... Immerse yourself....

Story:

The main character is Ernest Penrose, aged around 28. He is a PI, mainly looking for lost cats, dogs and the odd bird or two. He has a very investigative mind and often dreams of investigating dangerous cases!

Life is generally humdrum until he reads a police report in the newspaper: "Police fear missing children are dead. They were all seen entering de Sade's Children's Home which has been shut down for over a year."

On reading this you decide that this could be your big chance: Find the missing children and become world renowned!

Of course you will NOT BE ALONE!!

Summary:

de Sade's Children's Home has been closed down, after police found murdered children and closed it down a year before. The staff at de Sade's Children's Home were found guilty of murder and sent to the electric chair. Since then, children have started going missing! You sense the need to investigate de Sade's Children's Home. Little do you know what you are about to walk into!!!

Watch your anxiety level, you may have a heart attack!!







Title: Children of de Sade
Game Progress: 10%
Res: 640 x 480
Color: 16 bit
#3575
foundHi



Update April 19th 2013:

ALL POSITIONS NOW FILLED

================================

URGENT

Update April 13th 2013:

Additional Testers urgently needed. Must be reliable, experienced, fast and able to work to deadlines.

Game is fully voiced.

Deadline: During May 2013.


URGENT

Update April 2nd 2013:

Testers urgently needed. Must be reliable, experienced, fast and able to work to deadlines.

* A tester has applied.

Game is fully voiced.

Deadline: During May 2013.

Project: Testers for subjected horror drama.

See here for game info GIP

Main player already gone.

I'm looking for people to do voiceovers for the main player[/s] and / or various ghostly characters in an investigative horror game. I also require a grammar checker.

Deadline: Start asap

Storyline:
Since de Sade's Children's Home has closed down, after police found murdered children there, children have gone missing. You sense the need to investigate de Sade's Children's Home. Little do you know what you are walking into!!!

Ghosts and a Demon Lord who must be satisfied!!!

Positions Available: Main character, Spirit Ghosts / Children / Narrator.

Mostly MALE ghosts but there are two FEMALE ghosts and there are children.

Naturally these voices will need to sound ghostly and under the main background sound like a harsh whisper effect.

If you would like to 'go for it' please let me know and tell me either main player, ghost or narrator.

I will send you dialogs (as they are written) for you to record and send to me.

You will receive full credit in the game.

If you are free to do Voice acting that would be great but I am unable to pay.

Ask me if you require any more info etc.

slasher


Update: 7th Feb 2013:

I would prefer English or English / American accents.

Update: 8th March 2013:

Have had a few offers for the female ghosts.
This position, as yet, has not been filled.

Update: 16th March 2013:

The Main Character position has now been filled.
Melindra the ghost position has now been filled.

Update: 23rd March 2013:

The Narrator position has been filled.

We still have a few positions for Male ghosts, voiced young male and female children.

Status: Urgent


Update: 28th March 2013:

TESTERS REQUIRED

We still have a few positions for Male ghosts, voiced young male and female children.

Status: Urgent


Come on guys/gals, get those tonsils Yodelling  (laugh)

slasher
#3576
It does seem a shame, unless i'm mistaken, that you can't have a button with the dialog options (on a custom gui) so that you could program the button to scroll options  up / down. Any button used with a dialog does not show.

I'm intrigued for an answer.

8-)


#3577
Quote from: Khris on Tue 22/01/2013 09:02:54
Of course, that's the solution. So obvious in hindsight.
Since Character.ScaleVolume is part of the official version of AGS 3.21, but flat-out refuses to work, I'd never have guessed that it's a feature of the altered engine I'm using.

Which is Alan v. Drake's Draconion Edition:
Here's the thread: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0

Sorry for wasting both our time :(

Well, Character.ScaleVolume (3.2.1) is defaulted to false. It seems you have to set it to true.

I would have thought it would be defaulted as true.

As you say, perhaps it's not functioning properly  :-






#3578
Why not have player SayBackgound which is non blocking, whereas Say is blocking.



#3579
To position dialog options in your custom GUI

Example (In Global asc):
Code: AGS

// Called when the game starts, before the first room is loaded

//Scroll down to:
function game_start() 
{  
//add 
 game.dialog_options_x = 10; // 1O Pixels from the left edge
 game.dialog_options_y = 14; // 14 pixels down from top edge
}


Adjust numbers if required.

#3580
EXAMPLE:


Code: AGS

//Turn off
RemoveWalkableArea(2); // when you want to Disable walkable area 2 (Use whatever number it is.)

//Turn back on:

RestoreWalkableArea(2); // when you want to Enable walkable area 2 (Use whatever number it is.)


This is how it is suppose to be in the script.

If this fails to work post the code you have for that room.


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