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Messages - Timosity

#1041
Didn't you ask this exact same question here?

http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=8743

it was answered, have a look before you double post next time, no harm done
#1042
I've just hit a Dilemma in my game, I just tried to create another gui and it said max number of GUI's is 30. I've even been using:

SetGUIBackgroundPic(22,2927); //etc for different people's speech on the same GUI

the only reason I have used more than necessary is that I haven't found a way to change the gui text colour in the script,(that would save a lot of GUI's) I'm using sierra style speech with bakground,

The other things I'm running low on are GUI buttons there's a max of 150, and I've used 134


While I'm at it, I'm feeling uneasy with 300 views, I'm only up to 183, but I fear I will get close by the end of the game (I am using all the loops possible)

I noticed that there is now room for 15000 sprites which is great, I can't see myself going near that, but I don't think the amount of views could even accommodate that.

This isn't a joke thread, It's quite serious. I'm just seeing if it is easy to add

*More GUI's (alternately a way to change the gui text colour within the script for a text window gui [if there isn't already, I couldn't find one, as far as I know you can only change a GUI lable colour in script])

*More GUI buttons

*More Views

otherwise I think I've hit a dead end on a major project.

Hope this isn't hard to implement.

~Tim
#1043
You could use an animating Object for the title text, and a character walking for the Lizard, that would probably be the easiest way.

No need for animating background.

That's how I'd do it anyway

hope it helps

~Tim
#1044
Yes, you can use this:

DisplaySpeechAt (int x, int y, int width, CHARID, string message);

Eg. DisplaySpeechAt(100,30,85,EGO,"No worries, it's ok to bump up a thread with a new question, especially for the reason that no one would notice if you just edited your post a few pages back.");

~Tim
#1045
You need to use global messages for inventory items, if you use the messages in the room it will only work if you look at the item in that room, hence the error in other rooms.

go to the Global Messages tab in the AGS editor and put the messages there (should be numbered from 500 onwards) then link the inventory item message number to the corresponding number eg. 500, 501 etc

That should do it

~Tim
#1046
You will need to use these.

RemoveWalkableArea(4); // the number of the walkable area

RestoreWalkableArea(4); // the number of the walkable area

To trigger them probably use regions (copy your walkable areas into your regions) workout where they change,

maybe have a small walkable area in between larger ones that remains on for both the larger ones.

You will have your regions within the smaller walkable areas (make 2 regions [side by side, between the 2 larger walkable areas] eg. 1 and 2 (when room loads, DisableRegion(1);  )

when player steps onto region 2, DisableRegion(2), EnableRegion(1). (vice-versa for walking the other way)

Also at this stage you will need to RemoveWalkableArea(?); // the large one you came from and
RestoreWalkableArea(?); // the large one you are about to enter [note: on room load, Remove the walkable areas that you wont need]

(this should all happen while you are standing on the small walkable area that remains on, [also where your 2 regions will be])

Note: remember to do the opposite on the way back

I hope that's not too confusing but I'm sure it will work,

Just play around with the idea, you learn a lot more by just experimenting.
#1047
Hints & Tips / Re:stuck in 5 days a stranger
Wed 24/09/2003 14:05:38
You may have to disassemble an item with another
#1048
I found a new feature of AGS the other day, I don't know how long it's been there, but have you tried this:

1. In the editor select help from the top menu
2. then select Make my game...
3. choose the elements you want for your game
4. bingo, you just created a best seller
5. invest in a cheese grater
6. Use it for DG's favourite hobby


I had no idea this feature existed till the other day, could have been round for a while, but never noticed it, classic feature CJ.

Edit: Damn it I didn't read the whole thread first!!, I actually read down to the one before Gilbot's post where I got the idea from DG, I guess I was on the same train of thought as Gilbot, but I remembered the masturbation joke.
#1049
Hints & Tips / Re:stuck in 5 days a stranger
Tue 23/09/2003 17:38:02
this part was quite clever, and you don't even use an inventory item, and you don't have to walk anywhere, that should help
#1050
Spoiler
try looking in the drawer again
[close]
#1051
Hints & Tips / Re:stuck in 5 days a stranger
Tue 23/09/2003 14:11:19
Spoiler
Try back upstairs, and maybe the tree
[close]
#1052
I just finished it after quite a few hours, Excellent game, kept me wanting to keep playing, some clever puzzles, some obvious, not the most original plot, but still an entertaining story.

Well put together, well worth playing, another great game, there's been a few good game's come out lately, I wonder if people are holding out till december to bring out the gems, I sure hope so.
#1053
This is me in the 70's (scary that I'm now about 3 years older than my mum was in that pic):


This is when I started school in 1981:


This is a birthday, I'm not sure what age, probably about 7:


and this is the cake, mmmm piratey goodness:


This is when I was about 9 doing athletics:


Now jump to when I was 17, Good times, mmmmm Felicity, wonder where you are now (I just realised this was 10 years ago, how time fly's):


Earlier this year, might be Easter, can't remember date easter was, with a few of my cousins:


These are the trophies I received for last Cricket season. The small one was for Best Bowler for my Team, and the Large one was for Player of the Season for the whole club:
#1054
Just a tiny thing about that part of the game that is technically wrong (but it is not a real problem as far as the game is concerned)

In reality smoke does not wake a person up, while you're asleep you can't smell, and smoke actually puts you into a deeper sleep. That is why many people die in house fires etc, cause they don't wake up, that's why they have smoke alarms with really high pitched noises.

(After thought: maybe the smoke alarm woke him up)

Just thought I'd add a little bit of trivia
#1055
The Rumpus Room / Re:Haiku maybe help?
Mon 22/09/2003 15:44:51
In Australia,
School year is calender year,
christmas summer break

Auhsor may finish,
but still must have some exams.
Good luck there matey.
#1056
can you use this?

game.speech_text_gui=12; // the text gui you created
DisplaySpeechAt (int x, int y, int width, CHARID, string message);

I assume you are using sierra speech with background.

with that you can put the box where ever you like and specify the width, it sounds like what your after.

hope it helps

~Tim
#1057
Advanced Technical Forum / Re:Unhandled Event
Mon 22/09/2003 06:49:03
Have a look at the source of Demo Quest, it has an Unhandled Event function, I'm not sure if the code is outdated or anything but I'm sure it will help.
#1058
Here's a recent one of me and my niece, she just turned 2 the other day.

#1059
I haven't tried it but i would imagine something like this might work

if(IsMusicPlaying()==0) {
PlayMusic(3);
}

else if(IsMusicPlaying()==1) {
StopMusic();
}
#1060
General Discussion / Re:Caption Competition
Fri 19/09/2003 07:18:42
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