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Messages - ThunderStorm

#121
In the game options screen, there is a checkbox titled "Dialogue options on GUI ___". Make a GUI for your options to appear in and check the box, filling in the corresponding GUI number.

Hope that helps,
Thunder
#122
General Discussion / Re:The language Barrier
Fri 18/07/2003 20:00:22
People tried talking in their own language, but Gilbert used to explode and it became tedious to collect and repair him afterwards.
#123
I'm not sure, but I think I remember someone solving this problem by running the setup file before running the game. I guess it's worth a try.
#124
*Gasp* - Wow, this is the most amazing beta update I have ever seen, perhaps apart from the windows editor. It's only some days ago that I thought something like these properties could be useful.

Now please reward yourself with a candlelight dinner or a bottle of beer or something.  ;)
#125
There's always the possibility of setting Windows to draw a row of mouse cursors, but I always found that annoying. My mouse driver lets me press Ctrl to show a yellow circle around the current cursor position, which is more helpful, but I'm afraid that isn't a standard function yet.
#126
Hmm, from what you have said, I cannot see anything wrong. Perhaps you accidently put the WAV file into the compiled folder instead of the game folder?

Also, check your mixer settings, perhaps the WAV slider is set too low, although I guess that's the first thing you checked.
#127
Wow, cool updates! I have to try the box-out transition, and thanks for implementing that 'lock gui elements' checkbox that fast!

By the way - Is there a way to check the GUI's current x and y location? I was sure there was a GetGUIPosition cammand, but I can't seem to find anything like that.
#128
The grey rectangle is a GUI (graphical user interface) that is meant to display a status line. You can turn it off by checking its GUI number in the GUI section of AGS (I guess it's 0), and adding the following line to the game_start function in the global script:

GUIOff(0);

If the GUI number is a different one, replace the 0 with it, of course. Now the grey reactangle should be gone.
#129
People often think that writing in capitals or using effects such as glowing text will draw the reader's attention.
Well, it  does, but it makes the text incredibly difficult to read, which would rather make me turn away than answer a question. So the best way to get a quick and good answer is to state your question in a friendly way and providing all necessary details.
#130
The easiest way is to chose the "Condition: if inventory object was used" in the dialog editor right before running any further commands.
#131
I just thought of the fastfood restaurant in Simon the Sorcerer 2, where the door slides open when either the player or the little kid stepped on a certain area in front of it.

So yes - I also think it would be useful, especially if you can detect which character triggered the action.
#132
General Discussion / Scummbar will return!
Sun 29/06/2003 10:15:20
I haven't seen anything about these good news around here, so I thought I'd post this, as some of you might want to know:

Special Mojo shocking fact of the day:
Remember a few days ago when the venerable Scumm Bar closed its doors "for good?" Well, after numerous pleas and cussing-outs by their fans (and a couple ex-Monkey Island game designers), they've apparently had a change of heart. A visit to their site reveals a very funky flash animation promoting the return of the Scumm Bar in mid-July, with new management. Apparently Gabez is in charge now, and Remi will be merely taking a back seat to help with scripting and occasionally bark orders. (www.scummbar.com)

(Copied and pasted from the Mix'n'Mojo news)
#133
Hmm, in the very back of my mind I knew that there were cases in which the automatic translation doesn't work. The text being part of the translation file must have confused me.
Thanks, LF
#134
When I tried the translation feature on a small test game, I noticed that strings in SetGlobalString commands aren't re-imported properly. They are part of the translation text file, but when the compiled translation is run, there is still the old text displayed.

Has anybody elso noticed that?
#135
Timosity: The C:\DOS\> prompt was achieved with "prompt $p$g".
And by the way: I absolutely hated the prompt being only "A>" after booting from a disk. It almost hurt me physically. :)
#136
Adventure Related Talk & Chat / Re:FoY Tute
Sat 28/06/2003 08:19:48
This is just amazing!

Thanks a lot for that great tutorial, I learned a lot of new things just by reading it for the first time.
And more than ever, I'm looking forward to the release of Fountain of Youth.

* ThunderStorm dances
#137
Hey Scorpious, I tried triggering it using ProcessClick with cursor 8 (also unused) yesterday, and it works just fine! Yippee!

So - if the mouseover functions are to be implemented, I wouldn't consider them high priority anymore, as noone ever seemed to need them except me.
#138
I'd prefer the proskrito-elektric_hare-hybrid one made by juncmodule.
But as always, this is a matter of personal preference.
#139
Hey, thanks for your replies, but it looks like I didn't get my point across properly, so I'll try to state it clearer:

As soon as the coin is up, my status bar consists of two elements: the location name (found by GetLocationName) and a special interaction text, "Look at", "Talk to" and "Use" by standard. However, this interaction text is not fixed but stored in three global ints to enable certain hotspots, objects and characters to change them. That way, the window hotspot changes the Global String for "Use" to "Open" in the "mouse moves over hotspot" section, so that the correct text "Open window" is shown when the coin is up and the mouse is over the use button.

However, Objects and Characters don't have this "mouse moves over" section, so I have to run my CheckForObject custom function every time the right mouse button which brings up the coin is clicked. Now it's not enough to know the location name, but the correct room and object number to know which interaction text has to be changed to which new string.

At the moment this is working, but the more rooms and objects there will be in that game, the messier the code will look like. Thus, I suggested the "mouse moves over object" and character sections.

I hope I'm making more sense this time.

Cheers,
Thunder
#140
Actually, the amount of colors that can be used in a background does also depend on the palette that you are using, as some of the colors are reserved for sprites, which have to show up correctly in every background. So the amount of colors you can use in your game is 256 - 16(?) locked colors - amount of predefined palette colors.

If that is all too confusing for you right now, it migh be a good idea to create your first game in hi-color, at the risk of experiencing a little slow-down with 640x480 graphics.
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