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Topics - Snake Blisken

#1
How do I get a dialog to show up in a text box instead of at the bottom of the screen? I know this must be a pretty common question, but I can't seem to find anything about it. Thanks for any help you can provide.
#2
Please take a look at my first module and let me know what you think about it. Test it to death if you feel up to it.

It is a spinning combination lock, like you might find on a school or gym locker. Any helpful advice is greatly appreciated, no matter how small you might think it is.

2 Dec 2005: v1.01   Removed combination configuration from InitCombo. You
//            will now need to call SetCombo(). Also removed Completion().
//            You will now need to test SpinRight to see if the correct
//            combo has been called. Renamed InitCombo to InitLock and
//            changed the module and struct from SpinCombo to SpinLock.
//            Removed all variables from the struct and put them in the
//            main module.
//            Many thanks to strazer for all the suggestions!

Download here (Requires AGS v2.71!)

Please let me know in advance if you decide to mirror the file somewhere.

Thanks
Snake Blisken
#3
The manual mentions that object oriented type stuff is possible, and looking at the Zoom module created by SSH, I can see where he created what appears to be an instance of the class Zoom. He called it zzz.

Where is the class Zoom defined? Anyone care to post a small class definition I can peek at to get the idea of how they are structured in AGS? Any other tips, help, anything you have to say on the subject is greatly appreciated.

Note that I am pretty familiar with classes and instances in C++.
#4
I have searched the manual, knowledge base, and the help in the AGS editor, and I can not find anything to do with importing a GUE. How exactly does one import a GUE?
#5
This probably isn't the best way to do this, and I am completly open to suggestions. Anyway, I wanted to be able to slowly zoom in on a house and appear as if you were floating closer and closer and then through the window. But I needed the window to stay in the center of screen.Ã,  (Well, it would be neat to give it a more "floating" effect, and maybe one day I will implement that as well. For right now, though, it it is MUCH easier to just keep the center of the window in the center of the screen)

At first, I simply used RawDrawImageResized() in a loop to slowly increase the size of the image. I also had to change the x,y cordinates so that everything would line up right. This worked ok, but the closer you got to the window, the slower the animation got. So, I made a couple more graphics to place in between so that at certain points, it would start with a new image instead of trying to enlarge one image.

You can see the animation in action here http://projects.iannarelli.com/AGS/Ã,  Please make sure you run winsetup and check 640X480, so the graphics will look ok. (Well, you'll have to forgive the programmer graphics. But they do actually look worse in 320X240)

Here is the script. All constructive comments are very welcome.

mouse.Visible = false;

StartCutscene(eSkipAnyKeyOrMouseClick);

int counter = 0;
int x = 0;
int y = 0;
int w = 320;
int h = 240;

while(counter < 32)
{
Ã,  counter ++;
Ã,  Ã, 
   RawDrawImageResized(x, y, 2,w, h);
   
   x = x - 4;
   y = y - 3;
   w = w + 8;
   h = h + 6;
   
   Wait(2);
}

counter = 0;
x = 0;
y = 0;
w = 320;
h = 240;

while(counter < 38)
{
Ã,  counter ++;
Ã,  Ã, 
   RawDrawImageResized(x, y, 3,w, h);
   
   x = x - 4;
   y = y - 3;
   w = w + 8;
   h = h + 6;
   
   Wait(2);
}Ã,  Ã, 

counter = 0;
x = 0;
y = 0;
w = 320;
h = 240;

while(counter < 50)
{
Ã,  counter ++;
Ã,  Ã, 
   RawDrawImageResized(x, y, 6,w, h);
   
   x = x - 4;
   y = y - 3;
   w = w + 8;
   h = h + 6;
   
   Wait(2);
}Ã, 

Wait(40);
EndCutscene();

mouse.Visible = true;
player.ChangeRoom(2, 85, 195);Ã, 

Thanks
Snake Blisken
#6
So long as I use 320X200 or 320X240 resolution, I can import walkable areas, hot spots, etc from a bitmap file created in paint. It seems to work with images of any size. However, if I use the same background image and the same mask images in any other resolution, I get "Error: mask does not have same size as background scene. Must be 320X200"

If I create the game with 320X240 resolution, import my background and walkable areas, then change the resolution to 640X480, it works ok, but then then the room looks HUGE compared to the character.

I want to be able to create my background image in paint with diminsions of 640X480, then use that image to create the walkable areas, hot spots, etc. I would then like to import that image and the masks into a game with a resolution of 640X480. I like having the zoom option and other features in paint.

I am using AGS v2.70 on Windows 2000 professional. Any help is greatly appreciated.
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