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Messages - Timosity

#1261
I say quit your whining casue all KQ are poofy, j/k, well they are all a bit that way (not theat there's anything wrong with that) but they were written by a girl.

I preferred 5 to 6 [never played any higher number episodes] but I prefer all the SQ, QFG, and LSL's before any KQ, Even the Laura Bow mysteries, but that's just my opinion and yeah, Gold Rush was Awsome too,

The late 80's early 90's was a great adventure gaming era, but I'm probably biased cause that's whem I was in high school.
#1262
Sounds good to me, sounds like an obvious step, but seeing it hasn't been done, there must be a reason behind it, or not enough people have brought it up.
#1263
OK, I've gotten close with using the SetButtonPic in the repeatedly execute, but it only seems to work with the wait command which defeats the purpose.

this is the simple script that works in the repeatedly execute with the wait
after setting the globalint. it resets the globalint to 0 when you click the gui off, except you can't cause the wait pauses the game.

if (GetGlobalInt(60)==1){

SetButtonPic(16,2,1,959);
Wait(40);

SetButtonPic(16,2,1,960);
Wait(40);
}



I tried to set a timer when the gui came on and use this script

if (GetGlobalInt(60)==1){
if (IsTimerExpired(10)==1){
SetButtonPic(16,2,1,959);
SetGlobalInt(60,2);
}
}

if (GetGlobalInt(60)==2){
if (IsTimerExpired(20)==1){
SetButtonPic(16,2,1,960);
SetGlobalInt(60,1);
}
}

I set the timers here:

function interface_click(int interface, int button) {

if (interface == 16){

SetTimer(10,40);
SetTimer(20,80);

 if (button == 1){

    GUIOff(16);
     GUIOn(1);
     SetGlobalInt(60,0);
     Wait(1);
     
     Display("...Or don't, it's up to you!");

character[EGO].x = 240;
character[EGO].y = 149;
ReleaseCharacterView(EGO);
SetCharacterSpeed(EGO,5);

StopMusic();
SetMusicRepeat(1);
PlayMusic(8);

}
}

I set 2 timers apart so they were a second apart, I guess you have to set timers outside the repeatedly execute so it doesn't continually set them,

but then the animation will only happen once, but it doesn't happen at all, in this code, the first time the gui comes up it displays one frame, the next time and every time after that, the second frame comes up.

Can anyone think of a way the timer could work or another command that doesn't pause the game to allow this to happen.

It's for a fake death scene, so the death "game over" interface comes on and after you click it off it returns to where you were up to.


EDIT:

I also tried this

function repeatedly_execute() {
 // put anything you want to happen every game cycle here

if (GetGlobalInt(60)==1){
if (IsTimerExpired(10)==1){
SetButtonPic(16,2,1,960);
SetGlobalInt(60,2);
SetTimer(20,40);
}
}

if (GetGlobalInt(60)==2){
if (IsTimerExpired(20)==1){
SetButtonPic(16,2,1,959);
SetGlobalInt(60,1);
SetTimer(10,40);
}
}


}



after setting the timer here

if (interface == 16){
SetTimer(10,40);
etc

and it still didn't work, what am I doing wrong, and is there a possible solution or should I give up on the idea?
#1264
Thanks Scummy,

SetButtonPic might work, I'll give it a go but once a gui comes up, the game is paused I guess, so it might not work, but trying is the only way to know.

Ahh, It's 3am, nearly bed time
#1265
thanks for replying Scummbuddy, but I musn't have been too clear, but I don't need to click on the animated image I could have normal buttons for quit or cancel.

Also I'm pretty sure if you put a hotspot over an object, the object goes over the hotspot anyway
#1266
I don't know how it would help having a hotspot over it, or the reason you mean, assuming the 1st question, but I guess you could have a new room, with the background looking like the gui, and an object animating for the pic, but I think I'll just keep a still pic for the quitting gui.

as for the talking ones, it couldn't be too hard to implement an animated gui button, or have the talking animation located inside the text window.

I guess it has something to do with the resizing of text windows for the amount of text. but you could have the image aligned to the left or right, top or bottom, or combo ie left top.

I don't know, I guess I can only suggest and see if anyone else thinks it's a good idea
#1267
I'm pretty sure this is not possible but it would be handy in my game.

eg. In a gui for quitting  having a button for a graphic that animates, like in some sierra games. (not mouse over, or pressed) For a picture not a pressable button

Also for sierra style speech with bg, I know you can have an animated talking view, but to have an animated talking view within the text box, not outside it.

Also I tried just having a still picture in the speech text box but it doesn't show up, it works for a regular gui, but not a text window gui. It would be silly to have a separate gui for every section of speech.


Is any of this possible? I can't remember seeing it in any ags game
#1268
General Discussion / Re:Gloves 2003!
Thu 19/06/2003 15:06:29
looks like you had a good time fellas, although isn't it warm in Florida all year, do you really need gloves, or mittens, maybe some fingerless gloves like MJ. j/k

MMMMmmm DG, your head is girt by G, well it would be if it was your GF's G-string, Well at least you had a fun session on your own, it's only a 12 hour drive up there, be there in 6
#1269
sorry to be off topic

Quote from: terranRICH on Tue 17/06/2003 23:45:14
And a B&W game...has that ever been done, commercial or otherwise? :)

I think that "Cubert Badbone PI" the one that got "Best Game" in the TCN awards was in B&W, I haven't played the whole thing, It was made by the other Squinky.

Also in the June MAGS aussie's Casablanca game is in B&W, and I'm sure I've played others that I can't recall in B&W

It is a good look for a game if the style is right.



**Also I still can't believe CJ and his work ethic, Imagine if people worked that hard on there games. (I'm sure some people do, I know it's hard to judge progress on peoples games, I know I've been working hard on my latest project since end of Feb, and only cracking the surface, allthough it is long and what's been done is longer than most ags games already.
And I know others' have been working on projects much longer than me) but generally speaking, CJ works harder than anyone else here.
#1270
The other code may work but you were close with your original one

This is how it works

while (IsObjectAnimating(1)==1) Wait(1);
NewRoom(9);

it will wait till the animation completes and then go to the new room
#1271
Yeah, great game Aussie, loved the black&white, added atmosphere, great for a MAGS game made in a few days,

A little bit short, but I liked the puzzles.

I think you should continue making NOTRF or atleast make a few sequels to NIAR

Look forward to more of your work.
#1272
When you save the game in the editor it creates the compiled folder, so you should just be able to load your game and then save and it will be created.
#1273
Shit Laya, It sounds like a tricky situation, almost like an adventure game, though, come on I bet you love all this secrecy james bond stuff.

But seriously, if he did fire you, or both of you, You could fuck him up with unfair dismissel, and possibly take his job with your experience.

Just lay low for a while, but also make sure she is actually going to leave him, I've heard that one before. You don't want to build it all up too far and find out she just wanted a break from him or test out the situation for a bit of excitement.

You obviously know her better than me, but these situations are allways dangerous, and you can find strange shit out about people that you least expected.

In a dangerous way it all sounds kind of fun, good luck with it all
#1274
Some other countries education systems are cheaper, with exactly the same qualifications too, Pity the Aus govt. has decided to go America's way with education (bloody capitolism) in other words if you have money you can basically buy a degree (well, at least a position in a course), instead of having to study hard.

I'm glad I'm out of the system now, but if I ever go back to do more study, it'll cost me.
#1275
My favourite is the Sierra style, right click change cursor, it just seems more obvious to understand, (plus you don't have to move the mouse to a certain point to change cursors [gets frustrating after a while])

since then too many games have tried to beat it, and in my opinion failed.

I'm not a big fan of any of the LA one's, but the quality of the games speak louder than the gui.
#1276
According to that graph, I'll be leaving shortly and won't be back for another 15 years, I guess that'll give me time to create a family, maybe my kids will reintroduce me.

I just read this thread, and it was kinda entertaining
#1277
in room 13 when you press the button

SetGlobalInt(10,1);

then in room 15 before fade in

if (GetGlobalInt(10)==1) {
ObjectOff(0);
}

Edit:yep that too
#1278
That's interesting Las, I had an image of That Rafter bloke in my mind as I was writing, funny that he quit tennis when he was young and rich, so much for the love of the sport
#1279
I had that damn one that Mr Burns came flying in my window
#1280
So when's the sequel of the mittens murder mystery coming out???
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