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Messages - Trent R

#361
You can make a 320x240 game run at full screen. Just depends on which res you want your graphics to be at.


~Trent
#362
Hey Nickydude, could I have your pruned copy? I just converted a chm to ebook, but it's really cluttered (as mentioned earlier). If the links still exist in it, even better! I wanted to load it onto my Palm Treo so I could reference it whenever.


~Trent
#363
GUIcontrols (which includes Buttons, Lists, Labels, etc) are available globally, so you can control them in the room script.
Their names should pop up on your AutoComplete.


~Trent
#364
cPlayer.x+10 will put it 10 pixels to the right.

And though I've never used the FollowCharacter, I think that's what you're looking for.


~Trent
#365
Beginners' Technical Questions / Re: Menus!
Sun 15/03/2009 01:55:47
You can simply edit the default one, so you wouldn't have to start from scratch. That's why the Default Game template exists.

~Trent
#366
I bet he's got a very durable coat, not to mention a very durable/self-resurrecting body.


~Trent
#368
SetGameOption(option, int value)
OPT_WHENGUIDISABLED 
When GUI is disabled, 0=grey out, 1=go black, 2=unchanged, 3=turn off



~Trent
#369
What function is the code in? A hotspot? rep_exec?

Also, the file you're looking for is called CrashInfo.dmp, like the error says. I think it's in your game's directory.


~Trent
#370
PS-I believe there's a few modules for credits, including a Stars Wars styled one.


~Trent
#371
If he doesn't have SelectedIndex stored anywhere, he can set it to -1 after the RemoveItem call.


~Trent
#372
Critic's Lounge if you're asking for help. Recruit A Team if you're asking for someone to do it for you.


~Trent (not a mod)
#373
Related topic: To save space in my global script, I created a function called c_UseInv in a module script. I then passed Character.GetAtScreenXY as the parameter, and put all my interactions in that script.

You could do a similar thing, like this:
Code: ags

//global script
import playerUseInv(InventoryItem *item); //since you'll only use this function here, no need to put the import in the module header
function cEgo_UseInv() {
  playerUseInv(player.ActiveInventory);
}


//module script
function playerUseInv(InventoryItem *item){
  if(player.ActiveInventory == ibook)
  {
  cEgo.Say("You used the book!");
  }
  if(player.ActiveInventory == ishovel)
  {
   cEgo.Say("You used the shovel!");
  }
  if(player.ActiveInventory == iunusualTrousers)
  {
  cEgo.Say("You used the unusual trousers!");
  }
  if(player.ActiveInventory == iwhateverYouWant)
  {
  // whatever, and so on!
  }
}




~Trent
PS-I stole a piece zombiecow's code :)
#374
He's gonna hurt his back! I was always taught to dig with the legs, not the back..


~Trent
#375
Welcome to the forums man. I'll remind you to read through the tutorial and manual. Also, there's a few guides and tutorials, including some video tutorials by densming.


1) You need to check which inventory item you're currently using.
Code: ags
// Inside hotspot interaction
if (player.ActiveInventory==iDoorKey) {
  unlockeddoor=true; //This is for the next question
  player.ChangeRoom(8); //Or whatever you want to happen when the door unlocks.
}


2) Use variables. If it's only used in that single room (like a door unlocking) you only have to declare it in the room script. If it's something that needs to be used in multiple rooms, use the Global Variables pane.
Code: ags
//This line goes outside of any function, usually at the top of the script (keeps it organized and clean)

bool unlockeddoor=false; //Read more about dif. types of variables in the manual.
(Note-Your terminology when asking this was 'wrong'. You meant a InventoryItem, whereas Objects are used in rooms.)

3) Cutscenes are the same as normal scripting. Use commands like Walk, Say, Animate, and anything else. You can disable player control, or use entirely blocking commands. Also, read the entries on StartCutscene and EndCutscene (they aren't required, but it'll make your game more playable)

4) Yeah you do it in the views, then call the scripting command depending on what type you are trying to animate. You can animate Buttons, Characters, and Objects (and also mouse cursors). Read the entries in the manual.



~Trent
#376
See 'Use low-resolution co-ordinates in script' under the general settings. Read the 'Upgrading to AGS 3.1' page in the manual for an explanation of how it works.


~Trent
#377
What I'll sometimes do is type commands like that in a //comment inside my global header. That way I can remember them when I come back later with new perspective and/or experience.

I also keep a .txt with a to-do list for things I need to script, accompanied by commands and pseudo code to remind me.


~Trent
#378
Shame. I saw a new reply to this thread and thought it was something exciting....

Actually, I was going to post some progress of my RPG/Hybrid, to give others ideas. Just have to take the time to do it..


~Trent
#379
I'd suggest using some custom properties. Either use one in conjuction with the CursorGraphic property, or use two custom properties. Then you can call something like iPencil.Graphic=iPencil.GetProperty("Selected").

If you have 'handle inventory clicks in script' set to true, I believe you can take this further and have it do it all for you. Otherwise, you'd probably have to hardcode it all with a rep_exec like Adam posted.



~Trent
#380
Don't forget how crazy hard ATOTK is though. Having a walkthrough for that game isn't so strange... But that's really up to you. I wouldn't want to hand my players a walkthrough simply by downloading the game.

I'd ask your beta testers if they think hints should be included.


Also, remember that there are multiple formats... which are you planning to use? Html? Pdf? Doc? Chm? (never heard of a chm one, but I guess it's possible)


~Trent
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