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Messages - Sparky

#201
This looks pretty solid. I will definitely give it a download upon release. Have fun adding the final spit and polish!
#202
Great, that works perfectly. The script now uses a player.Room check, then sets object[number].Visible = false. I'm going to mess with CallRoomScript() as well, I'm sure that will come in handy in a lot of situations. Thanks for the help, I wasn't having any luck finding answers to that question via the usual means.
#203
Hello, and good day to you all. I'm wondering if it is possible to toggle an object's visibility from within a character's script. My first effort was this:
// script for Character 2 (man): Talk to character
   oThing.Visible = false;
When I try to test the game, I receive the following error:
"Error (line 408): Undefined token 'oThing'"
I presume this is because the object in question isn't local to the character script. Perhaps there's a way to call a room function from within this character's script, and then change the object's visibility from the room script?
#204
That's another good suggestion. I was somewhat stumped when I read in the manual that properties are read-only. The Properties module addresses this directly, and is a good fit here.

At this point I've got everything working, and have some neat new ideas to play with as well. Thank you both for your help.
#205
You might also want to make sure "pixel perfect collision detection" is checked in the "General settings" tab. If it's not checked, it could be causing the behavior you've described.
#206
Thanks for your module recommendation- I've downloaded it and am having fun trying to figure out how it all works. I'm also looking at the MI2 template by Proskrito.

For learning's sake, I'd like to do the necessary scripting myself instead of piggybacking someone else's work. I've got more or less everything working now, minus the few objects that need to switch their verbs (such as doors, which need to switch from "open" to "closed") I think I'll try having two objects in those cases- one with a default "open" verb, and one with a "close" verb. Clicking on either object will toggle the visibility of the two objects.

This feels like a dirty hack, but I haven't yet thought of a cleaner way to switch the verb in the text hint. Thanks again for your advice- any further comments or suggestions are also welcome.
#207
Beginners' Technical Questions / hover text
Sat 18/11/2006 07:35:14
Thank you all for your help with my previous questions. I apologize again for any lack of knowledge on my part. I'm still new to AGS and greatly appreciate the patience of more seasoned users with well-meaning but naive beginners like myself.

I am working on a project with a Myst-stlye "one click does all" interface. There's a context sensitive text hint that tells the player what clicking on an object will do. For instance, the hint will say "open door" when the cursor is over a closed door, or "pick up stone" when the cursor passes over a stone.

I'm using a custom property to store this hint text. This works, but I've read that I can't change the value of this custom property at runtime. There are certain times I'd like to be able to do this; one example of this is a door whose hint changes from "open door" to "close door". Is there a workaround?
#208
Looks marvellous, Ali! I was sold on the art style as soon as I saw the first screenshot. Unfortunately neither of the demo download links seems to be working for me. I'm using a PC  with the Firefox browser. Keep up the good work- I  definately want to play the full game when you finish.
#209
Thank you both for your helpful replies.

Bathtub and duck: I've taken your advice and made the duck into an object. I adjusted the duck's mask so it wouldn't obscure parts of the bathtub (pixel perfect click detection is on). The duck's baseline is below the bathtub's baseline now, and it works perfectly. I can even animate both objects!

Door:
Object.Solid sounds very useful. This door is actually set in a diagonal wall, so the rectangular collision detection wouldn't really be appropriate here. But thank you anyway, I'm sure to end up using that technique in the near future!
#210
I had the same issue. To add to KhrisMUC's reply, you can also tweak the colors before importing to ags. Once you set your color to indexed, have a look at your palette. Whatever color is in the first slot will become walkable area 0 (black). Whatever color is in the second slot will become walkable area 1 (blue), and so on. Even if you use purple and fuschia in your paint program, you will get black and blue in AGS.

You may find that colors aren't in the slots they need to be in. As KhrisMUC said, you can use the paint bucket tool to make any necessary adjustments. I hope that helps!
#211
Hi folks! I've used the manual and forum searches to answer many other questions, but don't seem to know what terminology to use this time around.

Question 1) Overlapping object and hotspot
I have an animated object with a hotspot "within" it.  An example of this would be a bathtub and a rubber duck. I can't look at the rubber duck hotspot; the bathtub object intercepts the click. How can I look at the rubber duck "through" the bathtub?

Question 2) I have an interactive door that swings open and shut on "interact". When the door is open, the player can walk to it and go into a new room. I've got this working, but the way I'm doing this strikes me as both cumbersome and more than a little inelegant. I'm currently using RemoveWalkableArea() and RestoreWalkableArea() to allow access to the hall outside the door. When the player enters the hall, he steps on a region that  calls "ChangeRoom()". Is there a more efficient way to do this?                                                                   
Thanks for putting up with my temporary bout of newbie antics. I hope my questions are clearly stated.
#212
Hello, my name is Sparky. I've been reading these forums for a while now. I must say I very much like the feel of the community. Hi everyone!

I should warn you folks in advance; I'm yet another artist with no programming skills. Please be kind to me and my mentally retarded kindred should we ask silly but well meaning scripting questions. In return, I promise to actively participate in the community's artistic side.

Keep up the good work!
#213
Thank you very much for making The Winter Rose. Its unmatched mood and clean style really inspired me! I liked the large number of hotspots with custom descriptions. The writing is great. It seemed like you sometimes wanted to go over the top, but the nice subdued humor really fit the game. Many of the puzzles and types of inventory items also fit the mood very well.

What a great demonstration of how a single person can effectively make a solid game. I'll definitely recommend this title to all my friends.
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