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Messages - Slasher

#3701
As an alternative I could make a screen sized GUI with Transparency background with button of post-it note and close button.

This is what is in Global:

Code: AGS
function repeatedly_execute_always() {
  
  // Put anything you want to happen every game cycle, even
  // when the game is blocked inside a command like a
  // blocking Walk().
  // You cannot run blocking commands from this function.
  
  if (gPanel.Visible==true || gRestoreGame.Visible==true)
  {
  
  gsplash.Clickable=false;
  
  }
  else if (gPanel.Visible==false || gRestoreGame.Visible==false)
  {
  
  gsplash.Clickable=true;
  
  
  // GUI'S POST-IT AND SPELL BOOK
 
 }
  else if (gpostit.Visible==true || gspellbook.Visible==true)
 {
  PauseGame();
 }
  
  else if (gRestartYN.Visible==true)
 {
  gPanel.Clickable=false;
 }
 }


Sorry for any script mess  :-[

cheers

#3702
Unfortunately this does NOT work and does NOT pause the game and the player can still move etc Basically I would like everything non-Interactive:

Code: AGS
 
 }
  else if (gpostit.Visible==true || gspellbook.Visible==true)
 {
  PauseGame();
 }
  


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

#3703
I'm looking for a command to stop any actions with the main character whilst some GUI's are visible.

EG  When looking at a post-it GUI I do not want the main character to

There is a close button on the post-it GUI that makes it not visible so at least one mode (arrow or hand) must be available to click the close button. Once closed the game returns and the player reacts to all cursor modes.
react to any cursor modes.
In Global repeatedly_execute_always:
Code: AGS
}
 else if (gpostit.Visible==true || gspellbook.Visible==true)
 {
   // CODE TO STOP MAIN PLAYER REACTING TO ANY CURSOR MODES.
 }


When these GUI'S are closed game returns as per normal.

What is a sure fire way of doing this?

Help appreciated.

#3704
Adventure Related Talk & Chat / Tap or press?
Fri 05/10/2012 21:39:18
Hi

quick question:

Key movement: Tap or Press?

slasher
#3705
Real horror story....

I get this error message pop up in my display text GUI:

Unable to load game(Error: File not found]

I am already in room and can move around but the message pops up.

Any ideas as to why?

Edit edit edit What a pilchard! I forgot to remove region restore save slot having bypassed the save slot!

slasher


#3706
I've had the same problem with objects showing on a black background that I have solved. Not quite the same scenario but nonetheless.

You could have the objects made invisible if a certain background frame is showing.

I have not tried this but I assume it should work.

Code: AGS

function room_RepExec()
{
if (background.Frame==0)
{ 
odoor.Visible=false;
owindow.Visible=false;   // simply amend to your objects.
}
else
{
odoor.Visible=true;
owindow.Visible=true;   // simply amend to your objects.
}
}



Adjust to suit.

Come on guys, where are you  (roll)

#3707
I agree with Khris, strobe lighting affects certain people, as well as annoying normal eyes, so a warning MUST be given before the game starts that it contains some strobe lighting effects.

Use 2 backgrounds for the effect. One background (main) is normal and the other background (import new background) dark so it animates like a strobe. No need to use gamma settings this way.

The room will 'strobe' until you set background frame to 0.

Apart from that....
#3708
You could import a second background or just have it set off by a region/hotspot for example and set the gamma property so that when the background animates or region walked on or hotspot interacted, the gamma changes and the effect happens.

Gamma property:
Gets/sets the current screen Gamma level. This is 100 by default, and you can set it anywhere from 0 (pitch black) to 200 (double normal brightness).

Check out Gamma property in the AGS help file.

You can stop it by setting the SetBackgroundFrame property if in the same room or returning it to normal if just one background.

This is one possible way.


#3709
AGS Games in Production / Re: E.L.F.
Sat 29/09/2012 08:12:21
Work is in full steam mode and there is now a title:

            E.L.F.

              'And soon the darkness.'



Progress: 30%


#3710
Flashlight Version 1.2.1

I was having trouble turning it off.

For those that may come across my scenereo I have made 2 buttons: light on and light off which controls flashlight on and off. I can also switch it on via a light item in the inventory which i use on player. I have 2 backgrounds: black room (background 0) and the main room background 1.

This is what I used:

Code: AGS
function Blighton_OnClick(GUIControl *control, MouseButton button)
{
  SetBackgroundFrame(1);
  
  cELF.ChangeView(40);
  cELF.SpeechView=41;
  cELF.SetIdleView(42, 0);
  
  SetFlashlightDarkness (20);
  SetFlashlightBrightness (GetFlashlightMaxLightLevel ());
  SetFlashlightDarknessSize (50);
  SetFlashlightBrightnessSize (100);
  SetFlashlightFollowCharacter ( (1), 0, -20, 20, 10);
}

    function Blightoff_OnClick(GUIControl *control, MouseButton button)
   {
    cELF.ChangeView(3);
    cELF.SpeechView=4;
    cELF.SetIdleView(12, 0);

    SetBackgroundFrame(0);
    SetFlashlightBrightness (GetFlashlightMaxLightLevel ());
   }



sorted
#3711
I am using Flashlight plugin 1.2.1 by Andreas Vogel and I can't seem to turn it off.

I was ok, if I remember, with and older version.

After using it in a darkened room and then going back to previous room I have the room state set to background 1 and the player back to normal views. However at most I clear the follow character spotlight but the room looks 'washed'.

Tried
Code: AGS
SetFlashlightDarkness (GetFlashlightMaxLightLevel ());


Are you able to assist:

many thanks

#3712
AGS Games in Production / Re: E.L.F.
Thu 27/09/2012 05:09:11
Hi Jay

Yes, this has already been sorted. Thanks Jay.

If people don't report bugs found to the author then they are letting the community down.

Keep an eye open for the full movie  (laugh)

Thank you for your message.

cheers

slasher

#3714
Yeah, have decided separate inventory items were probably the bet way.

But there must be a way to change inventory graphic if the inventory item graphic changes?

cheers
#3715
I have a situation whereby an inventory item graphic changes if another inventory item is used on it.

This happens twice for the same inventory item.

What I am trying to achieve is to change the images graphic on cursor when selected.

At the moment they all share the same graphic as stipulated in the inventory item panel.

How can I change it to show current item after its inventory graphic has changed.

Would it be better to have individual inventory items rather than change its graphics?

Using inventory on the inventory item istaff:
Code: AGS
function istaff_UseInv(
{
 if (cELF.ActiveInventory==ithread)
 {
 istaff.Graphic=615;
 cELF.LoseInventory(ithread);
 }
 else if (cELF.ActiveInventory==ineedle && istaff.Graphic==615)
 {
 istaff.Graphic=616;
 cELF.LoseInventory(ineedle);
 Display("You now have a makeshift fishing rod.");
 }
 else if (cELF.ActiveInventory==ineedle && istaff.Graphic==593)
 {
 Display("You need to have line on the broom before you add a bent needle so you can have a makeshift fishing rod.");
 }
 }


When correct inventory image is used on a painting:  // CURSOR SHOULD BE NEW INVENTORY GRAPHIC

Code: AGS
function opainting_UseInv()
{
  cELF.Walk(139, 260, eBlock, eWalkableAreas);
  cELF.Loop=1;
  
  if (cELF.ActiveInventory==istaff && istaff.Graphic==616)
  {
  cELF.StopMoving();
  cELF.SetWalkSpeed(1, 1);
  orod.Visible=true;
  cELF.Move(cELF.x -0, cELF.y +70, eNoBlock, eAnywhere);
  orod.Move(orod.X -0, orod.Y +70, 1, eNoBlock, eAnywhere);
  opainting.Move(opainting.X -0, opainting.Y +70, 1,   eBlock, eAnywhere);
  orod.Visible=false;
  painting=true;
  cELF.Say("What's this?");
  cELF.StopMoving();
  cELF.SetWalkSpeed(5, 5);
  }
  else
  {
  cELF.Say("I don't think that will help move that painting!!");
  } 
  }





#3716
AGS Games in Production / Re: E.L.F.
Mon 24/09/2012 20:45:10
Hi

couple of bug type things sorted in chapter 1 and will be included in the full version later.
#3717
Thank you Khris

I will take a read of it.
#3718
EDIT: Perhaps its better to position text gui for dialogs and used that but i would still be interested to know.

Is it possible for a custom gui used for dialog options to have a scroll bar?

I have set its size and it works fine for 3 options each up to screen width, but what if I have say 7 options? Can I add scroll down / up or is there a better way or should I just stick to normal text gui?

Thanks if you can enlighting
#3719
AGS Games in Production / Re: E.L.F.
Sun 23/09/2012 04:50:02
Thank you Shadow,

I want to make each chapter better then the one before (fingers crossed)

cheers
#3720
AGS Games in Production / Re: E.L.F.
Sat 22/09/2012 07:54:56
Cheers RetroJay 

I hope you downloaded latest updated version


8-)
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