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 - ThunderStorm

#161
This has already been done in Little Johnny Evil, but I assume you want to implement real chemicals to build a bomb that would (probably) work in real life?

I don't think this would be a big problem, as there are manuals on how to build different kinds of bombs spread over the internet, and finally the biggest task is to get one's hands on the ingredients.
#162
As Proskrito said, when you edit (or create) a font with SCI Graphic Studio, there are a lot more slots than are displayed in AGS, often used for the Sierra icon, arrows, symbols etc. I wonder why AGS can't / doesn't display these, as it would solve all the 'need special characters' questions without having to replace certain characters. Would it be a big problem to enable the usage of these slots? Perhaps a special character could be implemented for scripts, so that @14 would display character 14, or something like that.
#163
Sorry to step in here, but I have been wondering about a very similar thing: If you've got a GUI (background color 0) with a partly transparent Image, will clicks on the transparent parts count as a click on the GUI or not?
#164
Eek - that's it. And even worse: it's clearly said in the manual under 'editing the GUIs'. :-[
Anyway, thanks for your help!
#165
Really, i don't have a clue what is happening here:
On the map screen, I have a small GUI in a fixed position showing the @OVERHOTSPOT@ text. It is set to 'script only' and switched on when loading the room in the 'player enters screen' funtion. (Before or after fadein makes no difference). Now when the GUI is on, no keyboard input is accepted anymore. Neither F5, F7 nor F9 and Ctrl-C work. Any ideas on what might be wrong here? I'm using AGS v2.54 by the way.
#166
You tried to open the engine instead of the editor, which will not work until there's a game to play  :)
To run the editor, start agsedit.exe.
#167
QuoteI remeber somone mentioning this on the ags forums, but I can't remember who...
I guess that was me. Hey, good to see that someone out there uses it. It's a nice little tool, isn't it?
#168
You can set a global int (for example global int 10) to 1 somewhere in your script and check if it has been set before running the script:

if (GetGlobalInt(10) < 1){

// your code

SetGlobalInt(10,1); }


That should make your code execute only once.
#169
There's an option "Always display text as speech" in the game options tab.
#170
Okay, here we have the rockin' and rollin' fast food restaurant tune. I hope it fits into the scene well. Please tell me if you like it. It's not very long (1:10), so if you find it gets annoying too qickly, I can still extend it a bit.
Note: in order to make it loopable, I had to shift it a bit off the beat, so it looks terrible when opening it in a MIDI program, but it works well in AGS.
#171
May I quickly say that I like this background a lot more than many of those correct-perspective-but-dull backgrounds coming up very often? It's not bad to know about the rules of perspective, but don't follow them too exactly. A little-off perspective can make a picture much more interesting.
#172
I have been doing some MIDI music before, and I would like to try doing some game music as well. I'm not very experienced at this, as it would be my first attempt, but if you are really desperate, send me a PM and tell me what kind of music you need, and perhaps the mood you want to create. I'll see what I can do.  :D
#173
Beginners' Technical Questions / Re:Walking
Sun 20/04/2003 14:53:49
In the view section, you can assign a sound to certain frames. Just click the NO SND text below the corresponding frames and select a footstep sound.
#174
Esseb: Yeah, was just kidding about that one. At least my translation doesn't contain 'fuck you' in Norwegian.  ;D
#175
And on a side note:
Try to get the older v1.5 of SCI Studio, as the font editor is much less buggy than the one in the more recent versions.
#176
Yeah, Chris is back! And he's got a present for us. Shouldn't it be the other way round?

* ThunderStorm hands over some bread and salt to Chris.


QuoteThe default blank game also now includes a simple custom inventory window.
Now that is something newbie-friendly. Good job!
#177
SimSaw: Try to contact LucasFan via PM, he is 'the authors' of this game. However, I doubt he would agree to a talkie version, as he obviously tried to keep that classic Zak feeling, not to mention the effort needed to record all the voices an all languages. How would he know that someone recorded 'fuck you' instead of 'thank you' in Norwegian, for example?  :)
I don't want to speak for him though, so you'd better talk to himself.
#178
In the main options tab, you can check 'handle inventory clicks in script', I guess that should enable you to do what you want. I haven't used that option yet, though, so I'm afraid I can't help any further.
#179
Jimi: It's possibly not a good idea to learn C just to advance to C++. There are many people saying that it isn't only unnecessary but even a bad idea, as many things have changed in C++, which is likely to confuse people.

You really should have some programming experience, though. I started learning C++ after having programmed a bit in QBasic and Inform, but I gave up when it came to pointers and references.
#180
Yeah, I loved the Simon games too. In fact, they have left a noticeable impression in my profile.  :)
I loved the nice animations throughout the games, perhaps they made me go on playing even more than the storyline.
SMF spam blocked by CleanTalk