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Messages - Slasher

#3681
I'm having some issues with using inventory on player.

Can someone please have a look for me and correct?

Will you assist?

It mainly appears to be when using crystal / chalk and using brownjar crops up a bit.

I apologise if somewhat messy

Meanwhile I will keep looking over it.

Script taken off now solved



#3682
COMPLETED GAMES THREAD: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47062.0

E.L.F.   And soon the darkness...

A spooky tale (with spooky music) of brave elf Elfie and a demented witch.

The arrival of a Witch shakes the once peaceful and joyful land of Elfenor.

The Witch's minions' attack brought a grim silence to the town folk.

Both its leader and citizens were unsure of what the future would bring to them.

And so, refusing to accept defeat, the bravest of the elfen community, Elfie, would step forward and try to bring an end to the curse of the Wicked Witch...

Navigate through a dark and eerie cave labyrinth (don't get disorientated), get the heart of a wild Minotaur, correctly solve a floor tile puzzle, fly a magic carpet and more.....

Chapter one has been re-written and tested ok.

This game is currently under testing.

Original character animations.

No dead ends.

640 x 480
16 bit color

Only a part of the witch's longer spell room (beware the vampire bat!)


A couple of the witch's rhino guards - watch out you don't get speared!


Careful you don't end up being thrown into the moat

#3683
It is not meant to work that way.

It opens from a button (Intro)on splash gui at the start.

Play
Intro
Options
#3684
I placed intro.ogv into the games folder and when run the game freezes and I have to taskmon.

It is supposed to open from a gui button.

avi and wma work ok.

Any ideas/remedies as to why this should be?

cheers
#3685
Welcome to fatherhood Mr Gilbert  8-)

Now the fun starts  (laugh)

Congrats

slasher



#3686
General Discussion / setup icon image
Thu 18/10/2012 20:38:21
Hi

I've been trying to do a decent ags setup/user icon and am not happy with the results as they are somewhat blurry.
I use an online favicon generator.

What do you consider to be a good icon maker that produces decent icons?

cheers
#3687
I think Khris referred :-[

global.asc, inside repeatedly_execute... try it and see

No doubt he will clear things up for you  :P
#3688
Hi

I copied an old script and forgot to take out :) (roll)
#3689
SOLVED: CHECK DOWN

Need a small hand on this script.

An animation plays eRepeat, eNoBlock.

Depending on that animations loop frame events should happen at random.

It is not Timer based.

There are 3 options at random.

Here is what I have:

Top of room script: int ran=2;

Code: AGS
function room_RepExec()
{
 
 ran++;
 ran=Random(2);

 if  (cwitchey.View==90  && cwitchey.Loop==0 && cwitchey.Frame==2) // Then 3 options if animation at frame 2
  
 if  (ran==0)
 { 
   // Do this
 }
 else if  (ran==1)
 {
  // Do this
 }  
 else if  (ran==2)
 {
   // Do this
 }
 }


So far it does frame 2, shows an option (which has a delay of 50) and then the animation stops.

I am looking at adding if frame 5 as well.

all help much appreciated

EDIT

This seems to do the trick:

Code: AGS
function room_RepExec()
{
 ran++;
 ran=Random(2);
 
 if  (cwitchey.View==90 && cwitchey.Loop==0 && cwitchey.Frame==2) 
 {
 if(ran==0)
 {
  cELF.Say("Hello 1");
  cELF.Say("Hello 1 again");
 }
 else if(ran==2)
 {
 cELF.Say("Hello 2");
 cELF.Say("Hello 2 again");
 }
  else 
 {
 cELF.Say("Hello 3");
 cELF.Say("Hello 3 again");
 }
 }
 }


I also want to declare:
if cElf >=250 give 3 options and also if <=251 give 3 options

Can you help please

EDIT EDIT EDIT This seems to have solved the case:

Code: AGS
function room_RepExec()
{
 
 ran++;
 ran=Random(2);
 
 if  (cwitchey.View==90 && cwitchey.Loop==0 && cwitchey.Frame==2 ) 
 {
 if(ran==0 && cELF.y >=251 )
 {
  cELF.Say("Hello 1");
  cELF.Say("Hello 1 again");
 }
 else if(ran==0 && cELF.y <=250 )
 {
  cELF.Say("Hello 1");
  cELF.Say("Hello 1 again");
 }
 else if(ran==1 && cELF.y >=251 )
 {
 cELF.Say("Hello 2");
 cELF.Say("Hello 2 again");
 
 }
 else if(ran==1 && cELF.y <=250 )
 {
 cELF.Say("Hello 2");
 cELF.Say("Hello 2 again");
 
 }
 else if(ran==2 && cELF.y >=251 )
 {
 cELF.Say("Hello 3");
 cELF.Say("Hello 3 again");
 
 }
 else if(ran==2 && cELF.y <=250 )
 {
 cELF.Say("Hello 3");
 cELF.Say("Hello 3 again");
 }
 }
 }
#3690
One way, and I know there are other ways that may be better suited, anyhow, for a quicky until then:

Mouse moves over hotspot way when in Look mode.

1: Draw a hotspot area much bigger than you need where you want the mouse image to change (above region)
2: Draw a much smaller hotspot area inside the bigger hotspot area.
3: Use 'Mouse moves over hotspot' in the smaller hotspot events pane.
4: In the hotspot events pane where you want cursor to change put:
Code: AGS
mouse.ChangeModeGraphic(eModeLookat, 1241); // change 1241 to your arrow sprite.


5: To change mouse back to default Lookat put this in the bigger hotspot events pane mouse over:
Code: AGS
mouse.ChangeModeGraphic(eModeLookat, 233); // image of you default Lookat sprite


This example works only if you are using the Look Mode.

Don't forget to give the smaller hotspot  description a name ie Exit... Leave the larger hotspot description blank.

You could of course use an object and control on / off instead.

Meanwhile wait for the bullets to fly  (laugh)


#3691
So

Code: AGS
 else if(cELF.ActiveInventory==icarpet && cELF.Room==27 && bottle==true) hotspot[2].Enabled = false;


would do the trick then.

cheers Khris


#3692
I'm trying to disable a hotspot in the global after an event. I have tried giving the hotspot a name but to no avail, global will not accept. It is used if the player uses an inventory item in a certain room.

There may be another way (room rep exec if player has inventory then hotspot disabled perhaps?)

can you help

#3693
Hi

if you chose to modify the giconbar for example (its defaulted to the top and also shows when mouse moves to the top of the screen.)

1: Position the gui via its events panel: left and top positions to show where you want it be on the screen.
2: If its on all the time you can select 'always shown'. Take a look the gui's events panel on the bottom right of screen.
3: You can manual move a gui by: positioning its x and y. Read the manual regarding gui control functions and properties.

hope this helps

#3694
May I ask why you have a screen sized gui simply for some buttons at the bottom of it?

After thought:

If you selected 'pause game when shown' for the gui then the game pauses and you can't do anything else.

#3695
I remember that you could also search by username. Is this going to be implemented?

slasher


#3696
Many thanks Khris

I had a feeling it may be something like that.

cheers
#3697
Came a cross a snag.

I have an animation event start after conditions are met. During these events the mouse is disabled (invisible).
Once the event is over the mouse is returned visible.

However, keyboard movement can still be made and I need to disable any attempt to move the player.

How can I stop keyboard movements of the player until after the events and the player can again move?

Would a way be to put a condition in global if a key is pressed ie arrow L R U D and if bool false?

Or is there a in Room script I can use;

Here is the start of events:

Code: AGS
} else if (reels ==4 && loom==true && ohandle.Graphic==256)
 {
   
  oloom.SetView(14);
  oloom.Animate(0, 2, eRepeat, eNoBlock); 
  SetTimer(1, 100);
  cELF.LockView(10);
  cELF.Animate(0, 4, eRepeat, eNoBlock);
  mouse.Visible=false; // NO MOUSE WITH THIS EVENT. BACK ON AFTER EVENT WHICH IS ON TIMERS.
  usedloom=true;
  ohandle.Graphic=257;
  }
  


If you can assist I would be grateful.

------------------------------------------

EDIT: This seems to work:

Code: AGS
}
  
   // STOP PLAYER MOVING IF LOOM ANIMATING
  
  if (keycode == eKeyLeftArrow && cELF.Room==2 && object[3].Animating)
   cELF.StopMoving();
  
  if (keycode == eKeyRightArrow && cELF.Room==2 && object[3].Animating)
   cELF.StopMoving();
   
    if (keycode == eKeyUpArrow && cELF.Room==2 && object[3].Animating)
   cELF.StopMoving();
  
  if (keycode == eKeyDownArrow && cELF.Room==2 && object[3].Animating)
   cELF.StopMoving();


Still open if there is another way.




#3698
I'm contemplating getting a large monitor (32" min).

what problems may I encounter running ags and games?

cheers
#3699
AGS Games in Production / Re: E.L.F.
Tue 09/10/2012 17:36:31
E.L.F. And soon the darkness...

Spooky tale of an elf out to stop a demented witch!

NEW: Can you navigate through a Labyrinth and at the same time slay a Minotaur?
     Do you know how to mix color potions?

Game progress 60%




#3700
Thanks guys.


QuoteAs an alternative I could make a screen sized GUI with Transparency background with button of post-it note and close button..
Also with spell book GUI

What I have coded:

Code: AGS
 }
  else if(spellbook==true && cELF.ActiveInventory==ispellbook)
  {
   cELF.ActiveInventory=null;
   gspellbook.Visible=true;
   mouse.UseModeGraphic(eModeInteract);
  }




This does work.
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