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Messages - Theeph

#1
Completed Game Announcements / Re: Nanobots
Fri 10/10/2008 03:33:16
Hey.

Just wanted to say I loved this game.

The Cave Story icon charmed the pants off me too.
#2
Heh. This is amusing.

A segue however: in America "whatever" is something of an insult I am told. In Australia, and possibly places elsewhere it means a kind of passive, go-with-the-flow type remark like neelhound intended.

There. Resume humour....... now!
#3
Quote from: R4L on Tue 24/10/2006 11:47:16
I was just pointing Wacky towards the right direction. Maybe a module should be made for quick imported options.

Didn't mean to imply otherwise R4L. Module idea is a great one too. Somebody should look into that... I'm gonna start. :)
#4
The reason why he's not dancing is because it's the "down" loop - ie. he has to be moving down to animate.

So you're on the right track with the character.animate.

What you do is for that particular room, click up the top where the little red "i" is for interactions. Then under Player Enters Room (before fade-in), double click that and add a "Run Script" interaction.

You need to get the character's script name. It's c plus whatever the character name is. you find this in the character menu under "Script Name". So if you've set a script name of Bob, you would type cBob.

Then all you do is type the following in to the window that opens up:

cBob.Animate(0,3, eRepeat);

And that's it. The 0 above is for "Loop 0" - the down loop. The 3 is for the animation delay (basically the speed of the animation. 3 is the default I think). And repeat is self explainatory.

Good luck!
#5
Hey no problem. :)

About the character's hand thing... when you get a chance you should check out Alien Time Zone by Babar:

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=620

The Start New Game page features something similar. I think it's a big mouse cursor or a sprite tied to mouse.x and mouse.y in a limited range. Very cool effect. Good game too.
#6
...wow. That was a long shot.

Anyway glad it worked out for you. That one is a pain - happend to me a few times as well.
#7
Hey again.

Here's a quick mock up of how you could layout the gui. Note where the label is, as well as the "invisible" buttons for using the phone (these are just normal buttons with the "New Button" text deleted.



So... the label displays what the player types. The buttons send or cancel. Then down the bottom somewhere you'd draw a Gui text box that says "Enter text here". The player types what they want and it displays on the label like this:

label.Text = textBox.Text;

(you could probably even improve it by putting the following in the on_key_press section)

if(gPhone.Visible == true){
     if(keycode >= 0){
          label.Text = textBox.Text;
   }
}

That should update the label every time the player types in a key, not just when they press enter.

Then whatever you want to do with the message, you can get the message from the label:

string message = label.Text;

Also note the pink background of the gui - meaning it will be transparent when it's on screen, so only the phone will show up and you'll still be able to see the game behind it. Might not be what you're going for, but seeings as it demonstrates the pic on the background of the gui I thought I'd throw it in. If you do this though you have to set the gui border and background colour to 0.

Cheers.

EDIT: If you want to see a good example of this working, check out Ben Jordan 3 by Grundislav. Great game too.
#8
I've done a phone before, using a Gui. Your room idea would work too though. I guess it's up to personal preference. You're right about the hotspots too.

Anyway to get something like this working with a gui...

Draw a phone in a paint program and import it as the background for the gui.
Make ten number buttons (or twelve if you want the * and #). Also make a Label where the screen would be, and that will let you display text messages and so forth.

If you wanted to replicate, for instance, a Nokia navigation style it gets a bit tricky, but is still quite managable. You'll just have to add in the up/down buttons.

Personally, I would just add a button where the screen is that said something like "Send text message" (with a transparent background on the button). When the player clicks that they can type in their message with an inputText field and press a send button.

Complicated but getting an SMS is easier. Just play a beep sound, then do something like:

phoneLabel.Text = "C u l8r 4 adVn2ur";


It really depends on how complex you want to go. Do you want the player to enter a phone number? Actually type a message, or just have the character automatically enter one... etc.

I can be more specific if necessary
#9
That's just the code to get the button to open up another gui.

To get those functions to work you'll have to make them yourself.

Never tried it for the brightness and sound, but it wouldn't be that hard... ah yes, thank you help file:

slider.Max = (whatever your max volume/brightness is);
slider.Min = 0;

then the onClick for the exit gui button should have something like:

SetMusicMasterVolume(slider.Value);

or

SetAmbientTint(0,0,0,0,slider.Value);
#10
Also (and this probably isn't it) but you mentioned turning guis on...

make sure they're not set to "Popup-modal", because that will automatically pause your game, which in turn will disable the modes.

Mind you it should lock the other things as well, but I thought it was worth mention.
#11
Yeah that happened when I saved it... I think it's a transparency problem, because when I drew it I had my brush set on 95% opacity until I noticed it and remedied. Visually it doesn't effect the image, the colour change is so imperceptible... still if it's going to be an issue I'll try restrict it to only the actual colours I used somehow.

EDIT: There, I restricted it to exactly 32, and put the pallette in as well.
#12
No offense intended visionmind.

Like I said - I'd enjoy playing this.
#13
Quote from: ManicMatt on Mon 23/10/2006 01:52:23
Order? This game is commercial?!!

Erm.. good luck with that.

Especially trying to recoup the commercial license cost of Poser.  :P
#14
Sorry for the confusion gypsy.  :P

Hope you get it working.
#15
You imported the sprite with a transparency setting of "top left pixel" or something. So whatever colour is there, all pixels of that colour will appear transparent.

Try setting it to "Palette index 0".

Also, why are you importing to the sprite manager if it's a background?

Edited (twice) because I'm a (massive) fool
#16
...oh yeah. That makes way more sense.

Cheers Ashen.  :D
#17
Hey I love Robin Hood.

I'll watch out for this one
#18
Wow. The quality here is awesome. Great topic.

Here's mine. Briarios from Appleseed. About 15-17 colours




2x
#19
I think the talking animation that is displayed (or at least called by the script) will cancel out the cPg.animate command.

Just go to the interactions for that character, and in the "Talk to" bit, after whatever conversation you have, just add in a "Run Script" that consists of:

cPg.animate (0,2,erepeat); 
#20
I'd say your problem is you're not turning your gui off and the text is displaying but the gui is over it and you can't see it.

Your code looks ok apart from that...
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