Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Stapper

#1
OMG this works just perfectly!

Thanks a lot guys! :-D
#2
Wow that is quite the trick! Thanks a lot man!

It works well to control the slider, only it comes with two problems:
1. I cannot select the highest value, as my mouse doesn't seem to go all the way to the screen edge.
2. It moves in reverse. As my mouse goes lower, the number increases, thus making the slider go up.

Any way to fix these problems?

Oh and I used your code exactly like you mentioned:
Code: ags
function room_RepExec()
{
  if (gSSD.Visible == true) {
    sldSSD.Value = (mouse.y*(sldSSD.Max-sldSSD.Min))/System.ViewportHeight;
  }
}
#3
Hi all,


I made a mini-game involving a slider that needs to be held at a certain value to complete it. It works great but currently you can exploit this by simply setting the cursor to the correct value and waiting it out.

Is it possible to prevent the player from setting the cursor? Or better yet, can I somehow tie the movement of the slider to the movement of the mouse (like moving the mouse up will move the slider at the same time)?


I hope that describes my problem clear enough...
#4
Quote from: Mehrdad on Sat 16/09/2017 06:32:21
I'm looking for an classic adventure 3rd person with great story only with image as dialogue less or any word.

I don't think that exist. Great story and words simply go together. Without words, the story is only as good as the person interpreting the images. And even then you can only provide basic actions that lacks the intricate storytelling what usually makes a story so wonderful.

Sure enough you can have a story only told by images and music, but it'll never be truly great.
#5
It's weird that you mention Machinarium but not the biggest game from Amanita Design. The Samorost series doesn't have any dialog, not even words in the menu and has been around for quite a while!
I recommended looking that one up as well ;)
#6
Thanks so much guys! These all are great examples and some instantly rang a bell again for me as well. Such awesome memories!

You have given me a lot to think about. I'm going to research these to find out why they are all so iconic and what they have in common.
#7
Thanks Gurok! Some great examples there :smiley: And yes it doesn't have to be an item or combination of items, just something really iconic. It would be nice for future games if we can have a recurring gag like those, it's just a bit of work to design something great that can match the things that stand out from the classic games.

Also the create refers to making something iconic in our game, it can be an item, object, even a background NPC or anything really. Just for in-game.
#8
Hi all,

We are looking to create some iconic items that players will remember fondly. As reference we are looking to the very best of the classic adventure games to see if they have any iconic items to see what they have in common. Now, we're having some trouble finding the iconic items that makes it instantly clear to which game it refers to. If you happen to be a big fan of one of the games below and an item or object from that game instantly comes to mind, would you be so kind as to leave this in reply?

Examples are the "rubber chicken with a pulley in the middle" for the Monkey Island series, or "hamster in a sweater" for Day of the Tentacle.

The games we have trouble with identifying an iconic item or object:
- Full Throttle
- Grim Fandango (Manny's Scythe maybe, but not that iconic?)
- Space Quest (Maybe broom or plunger?)
- King's Quest VI
- Indiana Jones and the Fate of Atlantis
- Sam & Max Hit the Road
- Blade Runner
- Gabriel Knight: Sins of the Fathers

Thanks so much in advance!
#9
Speaking of which, is there a way to see the current size of the sprites in use?

The biggest files in the directory are these two: acsprset.spr & backup_acsprset.spr

Are these files limited to 2GB? Each or together?
#11
Hi all,

I've coded a general pop-up when picking up an item so that the player gets feedback it is added to their inventory using the Tween module. However it halts the entire script which is very inconvenient. I've tried with WaitSeconds and the Tween StartDelay, but neither of these continue the script. If I remove the eNoBlockTween it doesn't wait at all to show the item and just eases in and out immediately.

Does anyone know a way to still show the item for 3 seconds before easing out the pop-up without halting the game?

Code: ags
function InvPopAdd(int item)
{
  gInvPopup.SetPosition(-79, 569);
  gInvPopup.Visible = true;
  btnInvPop.NormalGraphic = item;
  gInvPopup.TweenX(0.3, 0, eEaseOutSineTween);
  //WaitSeconds(3.0); //has same result as below
  gInvPopup.TweenY(0.6, 768, eEaseOutSineTween, eNoBlockTween, 3.0);
  gInvPopup.Visible = false;  
}
#12
Just to update, I have found the speech bubble script which solves my issue.

It put a background behind the speech and still dynamically positions it on the screen.

Thanks everyone!
#13
You're right, with the Sierra style it does look good, but I don't like the position of the text on the screen. It is too close to my HUD.

"DisplayAt" seems very nice at first glance, but I haven't found a way to display the text in different colors so that players can tell which character is talking.

So I guess I'll have to go with the custom option then. Thanks for your suggestions as well. They were really helpful :)
#14
The Sierra style is only for the dialog I think, it doesn't modify the Say command.

I was expecting this but I just wanted to make sure before exploring alternatives.

Thanks for the confirmation!
#15
I've been scouring the forums and manual for days now and trying modules to find an answer, but I simply cannot find what I'm looking for.

Sure I can get a nice background for a dialog or make a custom GUI for it, but the placement doesn't work the same. The say command placement is really nice as it automatically centers the text above the characters' heads and adjusts when they are close to a screen border. I can't seem to get the same effect with a dialog box or GUI as these have to be manually placed.

Is there any way so I can get a background behind the say command? Or failing that is there a way so that the build in text GUI feature can be placed the same way the say functionality works?
#16
Alright it works now, thanks everyone for all your insights!
Khris' comment made me realize that the section didn't even trigger and I saw I didn't properly place a step in the setup of the script. Truly a beginner mistake :(

Step 3 was clearly written as: "Use the bool SC_SwapLeftRight and the function CustomInv(true or false) in your gamestart function to modify the controls." but I didn't write it properly there.
Just adding this fixed it:
Code: ags
function game_start() {   
  CustomInv(true);


Once again a huge thanks all! ;-D
#17
No, I don't have a fancy hover animation or anything like that, didn't look into how that works yet. I just have the inventory opening with the press of a button that shows on the screen:

Code: ags
function btnOpenInventory_OnClick(GUIControl *control, MouseButton button)
{
  show_inventory_window();
}

And then a button on the inventory GUI that closes it again:
Code: ags
function bCloseInventory_OnClick(GUIControl *control, MouseButton button)
{
	gInventory.Visible = false;
  mouse.UseDefaultGraphic();
  if (player.ActiveInventory==null)
    mouse.Mode = eModePointer;
}


When I click on the item, the cursor changes to reflect this properly, but the inventory GUI remains open.
#18
The inventory window is called gInventory1 which is placed on the GUI called gInventory.

It closes just fine when I click the button for it but somehow won't close when selecting an item ???
#19
It was set to "Pause game when shown", I've just tested it with "Normal, initially off" as well but without change.
#20
Thanks for your reply! I've tested it out but unfortunately it doesn't change anything...
SMF spam blocked by CleanTalk