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Messages - TheRoger

#41
Wow, I'm a genius. I was trying baseline stuff, with 1000 or -1, but never left default 1.
That solved it, thank you guys.
#42
This is good quality stuff.  :o  I thought I'll saw something done with paint and movie maker, but that was WAY better. Good job, and voice acting was very good. (Thumbs up)

Maybe I'll show my stuff someday, though I'm not an animation course student (I'm not a student at all...).
#43
Is it possible to make, that object would be always behind. because right now, if character stand near door, he is drawn behind them.
#44
@vertigoaddict I didn't said I give up. Just I don't think I'll make it in time. Like always, I bit more than I can chew  ;D
#45
General Discussion / Re: Adult cartoons
Thu 16/06/2011 15:29:51
I'm surprised that I saw most of suggestions here. Didn't knew they were intended for adults, though I didn't really cared.

I can suggest few good ones (in my opinion) if you like Japanese stuff.

Welcome to N.H.K.
About a guy, who thinks that everything around his is conspiracy.

Genshiken
About small club created by anime and gaming fans.
#46
Damn, I think I'm not gonna make it in month...
#47
The Longevity Gene
#48
Thank you  Iceboty, it worked. I kinda hate, when scripts doesn't work because of small mistakes, like capital letters   ;D
#49
I tried these:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
  if (floor==2) Dialog.SetOptionState(2,eOptionOff);
return
@1
return
@2
return


Code: ags

// Dialog script file
@S  // Dialog startup entry point
  if (floor==2) Dialog[0].SetOptionState(2,eOptionOff);
return
@1
return
@2
return


Neither of them work, first says: Dialog 0(3): Error (line 3): must have an instance of the struct to access a non-static member

Second: Dialog 0(3): Error (line 3): Unexpected 'Dialog'

#50
If I understand correctly, scripts after @S should work before dialog, so what I'm doing wrong? I get "Undefined token 'option'" error.  "floor" is a global variable.

Code: ags

// Dialog script file
@S  // Dialog startup entry point
  if (floor==2) option-off 2;
return
@1
return
@2
return


Please don't scold me monkey *(covers head).
#51
I'm the best scripter ever  ;D

Yes, I'm using an object, witch is wider that background and moves all the time.

I putted SayQueued to RepExec, because it didn't worked in room_Load with a code that i wrote in 4th message (only first line was shown). I thought only this way to get this working, by putting it to RepExep and using coordinates array as a timer. I putted "Wait" there, because object was moving too fast. Now I only need a button to skip a cutscene.
I guess I explained everything.
#52
It's the script how I use now ("fixed"). All speech used to be in AfterFadeIn section, but it's good as it is for now.
#53
here is whole room1.asc
Code: ags

// room script file

function room_RepExec()
{
  object[0].Move(movx, 480, 1, eNoBlock, eAnywhere);
  Wait(5);
  movx--;
    if (movx==-2) cEren2.SayQueued("...One week has changed so much...");
    if (movx==-19) QueuedSpeech.ClearQueue();
    if (movx==-20)cEren2.SayQueued("");
    if (movx==-39) QueuedSpeech.ClearQueue();
    if (movx==-40)cEren2.SayQueued("It looks so peaceful and quiet from here.");
    if (movx==-59) QueuedSpeech.ClearQueue();
    if (movx==-60)cEren2.SayQueued("But down there is a real hell.");
    if (movx==-79) QueuedSpeech.ClearQueue();
    if (movx==-80)cEren2.SayQueued("");
    if (movx==-99) QueuedSpeech.ClearQueue();
    if (movx==-100)cEren2.SayQueued("...If only I wouldn't...");
    if (movx==-119) QueuedSpeech.ClearQueue();
    if (movx==-120)cEren2.SayQueued("No, it's too late...");
    if (movx==-139) QueuedSpeech.ClearQueue();
    if (movx==-140) cEren2.SayQueued("...To change one week, that became 20 years...");
    if (movx==-159) QueuedSpeech.ClearQueue();
    if (movx==-160)cEren2.SayQueued("");
    if (movx==-179) QueuedSpeech.ClearQueue();
    if (movx==-180)cEren2.SayQueued("It all started 20 years ago...");
    if (movx==-209) QueuedSpeech.ClearQueue();
    if (movx==-210){
     FadeOut(1);
      odate.Visible=true;
     Wait(20);
     FadeIn(1);
     Wait(80);
     FadeOut(1);
     cEren.ChangeRoom(2, 160, 430);
     }}
function room_AfterFadeIn()
{
}
function room_Load()
{
mouse.Visible=false;
cEren.Transparency=100;
odate.Visible=false;
}


Maybe I'm missing something.
#54
I wrote those AfterFadeIn.

EDIT: Well I found a work around.
Code: ags

Rep_Exec
(
  Wait(20);
  time++;
  if (time==1) cChar.SayQueued("text1");
  if (time==9) QueuedSpeech.ClearQueue();
  if (time==10)cChar.SayQueued("text2"); 
  if (time==19) QueuedSpeech.ClearQueue();
...........
)
#55
After installing module code should look like that?
Code: ags

cChar.SayQueued("text1");
cChar.SayQueued("text2");
cChar.SayQueued("text3");


But now it only says the first line and hangs there.
#56
Why it says only the last line? I need it to go as an usual .Say, one after another.

Code: ags

cChar.SayBackground("text1");
cChar.SayBackground("text2");
cChar.SayBackground("text3");
#57
I thought I was the only one hacked by Chinese people  ;D
#58
I didn't get the ending, though trailer/movie itself was quite good,music was a nice touch. I remember those days when me and few friends played MC online, it was fun, until one of my friends learned how to spawn dynamite  ;D
#59
Got an idea, you can count me in.  ;D
#60
Adventure games are dying...sad...Some why I feel that, it won't be any adventure games without this community.

I saw website project some time ago and it looked great, but it wasn't completed by that time. It looked great, I think finishing that website would show that we're not dead yet.

Ratings...Yeah, things should speed up there. My game isn't rated yet, though I don't how long it takes to do that.
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