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Messages - Trent R

#261
I haven't read much into the parser, but the manual entry is very detailed.

As for the mouse, put a blank graphic as it's cursor and remove the code under on_mouse_click (you may be able to remove the entire function).


~Trent
#262
Check out the manual entries on 'text parser'. That'll be your best friend. (both the manual and the parser)


~Trent
#263
The code that calls the default Inventory is InventoryScreen();. So I'd look for that in your global script and replace it with the appropriate code ( gInventory.Visble=true;  or something similar).


~Trent
#264
What you should could do is search GameFAQs for a 'Game mechanics' guide for your favorite RPGs. These will tell you the formulas that are used for stat increase, attack damage, gaining experience, and so on and so forth.



~Trent
#265
First off, read the manual entry on Custom Properties.

When it comes to properties, remember that the same properties exist for rooms, objects, hotspots, items, and characters. So when you create a new one in the Schema Editor, make sure you always set the default value to false, or -1, or whatever works for the property's purpose.

To check the property of cCaptain, just use this line:
Code: ags
cCaptain.GetProperty("CanUseWeapon")
Check out the manual entries that are related (all 11) to properties, and you understand it easily enough.


~Trent
#266
Easy stuff, just go through it a step at a time.

1) You need a way to pick the player piece. Write some on_mouse_click code (or if you want to do it completely by keypress)

2) You need to know which pieces are on which team. Add a custom property if it doesn't need to change at runtime, if it does, use variables or an extender/property workaround.

3) You need to determine who's turn it is. Create a global bool.

4) Need to implement weapons. Create properties for the InventoryItems for their, and properties for Characters for their rank and if they can use weapons. Manage equipping through Add/LoseInventory and check with HasInventory.

5).... So on and so forth. Don't think, "I'm making a non-adventure game! On-noes, I'm lost!" Just take it one step at a time, and it won't be to hard to script. There's nothing wrong with asking and getting ideas either, certainly once you get to the point of computer AI (if it all).



~Trent
#267
You do know GetPlayerCharacter() is an obsolete command... You can instead use

Code: ags
if (player==cDave)



and to post code like I have, use the [code*][/code*] tags, but remove the *asterisks.

~Trent
#268
Quote from: mellon_collie92 on Fri 10/04/2009 02:10:18
Guybrush Threepwood.
Dudepencil Twostone.

Take that Lucas.


~Trent

#269
Quote from: Rubacant on Sun 12/04/2009 21:48:26
I looked on Google but cant find any :(.
I'd suggest a forum search rather than a Google search.

Indeed, there is a Timers Module. Two, in fact!


~Trent
#270
Hahaha! I remember the pony thread.. :D

I have to say some of my favorite posts are in response to that troll we had a while ago, Stan.
Sure, his posts were completely stupid, but I love some of the replies.

[Edit]: Also related to Stan.... anyone know where SSH's song lyrics are?

~Trent
#272
No. A variable takes up so little space, and today's computers have so much space...

Someone will probably come by and tell you how many bytes each one is.

[Edit]: While Rick was posting... :P

~Trent
#273
subspark: What you're looking for is under File->Preferences, although no Alpha at this time.. I do support a suggestion of that.

Float On: That's been suggested before (checking), in the Output/Stack pane at the bottom. But CJ would have to rewrite the script compiler for that to happen..
However, what you're asking isn't too hard. Script in the rep_exec a check on a global string, which is modified by a Game.InputBox. Also, check out Dualnames' AGS Console module.

FloatOn2: Extender functions! :)  Just create function FaceDirection (this Character*, FaceDirection dir) along with enum FaceDirection
[Edit]: Or check out the module that Garage posted.

~Trent
#274
I'd suggest a clever combination of LockView, Animate, and Say/SayBackground.
Oops, I was looking at ChangeView and what it was linked to... Yeah, as CJ says.

~Trent
#275
Quote from: Jakerpot on Sun 12/04/2009 16:35:04
you can make each filling area an object, make the colour pallete inventory objects, and then if player active inventory is purple (this is done in the any click setting) change view to loop x (the loop with the object painted.
It isn't hard, just time wasting.
Unlikely Jakerpot, since there's a limit of 40 objects and I count 66 areas on the houses alone.

PS-Characters will be a pain since you can't see them in the editor...

~Trent
#276
AGS Games in Production / Re: The Wanderer
Sun 12/04/2009 08:59:39
Woo-hoo! An update to the thread!

This is an awesome project to work on, and we love to hear your support and suggestions.


~Trent
#277
Well, I don't see how having a paint brush would be too hard.. there's mouse_down code somewhere... and the DrawingSurface/DynamicSprite functions as well.

As for a fill tool... I read a tutorial somwhere for C# on a similar thing, but I believe it required some recursion. Basically, you check the color of the pixel where the mouse is (let's say white) and color it. Then check all adjacent pixels, if they are also white, you color them and check their adjacent pixels.

But I don't exactly know how to do this in AGS.


~Trent
#278
Yeah, I think "Guybrush Threepwood" is the worst name so far. Besides, to be true MI style, you'd have to tack "TM" on the end.


~Trent
#279
on_mouse_click.... gets called everytime you click the mouse. (Woah!)

Just put player.FaceLoacation(mouse.x, mouse.y); and player.Animate() under a if (mouse.Mode==eModeTalkto) check.


~Trent
#280
I've always liked the Garamond font(any version--Adobe, ITC). Nice and classy, but not overused like Times.



~Trent
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