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 - Trent R

#421
Ummm.... not sure, but what's the Visibilty setting? Such as 'Normal initially off' and such. I ask because of the IsGamePaused call at the beginning.


~Trent
#422
5 stars! My favorite part is her tiny laugh after 'pamplemousse' :D


~Trent
#423
Quote from: Andail on Thu 09/11/2006 14:11:37
Quote
I am no longer a virgin.
Quote
Lost my virginity (at 18)
Quote
Lost my virginity
Quote
EDIT: And lost my virginity.
Quote
- Retained my virginity
Quote
Lost my virginity

"AGS. Will satisfy your sexual desires in 5 cases of 6."
Thank you Andail, and Snake.
~Trent
#424
The Rumpus Room / Re: Cheesy subtitle for AGS
Mon 02/03/2009 08:04:56
Quote from: James DiGrizz on Sun 01/03/2009 18:13:20
AGS can divide by zero. Once. Before it crashes.

Need a stable game engine? Look further.
Those are harsher than Ultra Magnus's....

~Trent
#425
But notice how Khris put a space in front of his line? If you wanted to, you could indent it 10 spaces. It just needs at least one to know to run it as a normal script line rather than dialogue.

[Edit]: Also, is your item actually called iInventory1? That seems like a hassle... much more readable script to called it iKey or iShoe or whatever. Khris used the inventory[] array which can be useful for things like while loops and when you don't know a specific item. But either one works really.

About the numbered lines in the dialog editor, I believe someone requested that in the Wishlist thread. I don't think it would hurt to go quote that post and add your support to it.



~Trent
#426
Well, I just quickly looked up each of those functions, and it appears that SetWalkSpeed requires both an x speed (you've set it to 4), and a y speed--which you've obviously forgotten.

If this ever pops up again on a function, right click it and choose 'go to definition'. If it's a custom function, it'll go to that spot in the script. If it's a built in function, it'll open up the manual. Either way, you can then see the number of parameters that you need, and can easily fix the problem.



~Trent
#427
I think you might have a problem with scope.... If the Overlay is created within a function, it'll cease to exist once the function is ended. Not sure though, it's been a while since I used Overlays...

Another suggestion to add to what Makeout Patrol was saying about usability, is the WaitKey() command. Read the manual entry, because it describes it pretty well (better than I could).



~Trent
#428
Don't mean to sound like a moderator, but search the forums first.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36944.0
This topic deals with the same thing and is only a few days old.



~Trent
#429
Coding cutscenes is exactly the same as any normal scripting. The StartCutscene and EndCutscene commands allow the player to skip scenes (and please allow them, otherwise many ppl will dislike it and your game).


~Trent
#430
Wonderful sticky teaching you how to post images. :)


Does the GUI background have an alpha channel? I think I recall that giving me problems once upon a time with an inventory GUI..... Actually, I assume that nearly all of your images have alpha channels? Also, did you make sure you imported them correctly (it should've popped up saying you have an alpha, and ask if you wanted to use it).


~Trent
#431
The obvious thing to ask if whether or not you've indented the normal script lines.

Also what kind of errors does it give you? And have you checked out the new Dialog functions in the manual? I'm not the best with dialogue, but I believe all of those will replace things like add-inv, option-on, etc. But the old ones still work due to backwards compatibility.


~Trent
#432
PNGs have always worked fine for me... Can you post a picture? Also, do you have alpha channels on your GUI's background or other things?


~Trent
#433
Button.Animate: I have a feeling it's similar to putting a Walk() in rep_exec. Basically, it calls it everysingle frame, which actually doesn't make it walk at all. The manual entry for Button.Animate says "You can abort an animation at any time by setting the button's NormalGraphic property, or starting a new animation on the same button."

Button.NormalGraphic = 47; //Sets it to that spriteslot's number. Simple enough.

Status bar: @OVERHOTSPOT@ is great, but doesn't work for everything. Just keep in mind the GetAtScreenXY functions :) Also, you could try to dynamically change some of those controls in the script using Clickable, SetPosition, Visible, and other functions.

Map window: You'll often see suggestions for making a world map as a room, and enabling objects as you discover new locations. However, if you want it scrollable, I'd suggest a GUI. I'm not familiar with the code for click and drag (although I do know a forum search will help you), remember to create a function under rep_exec that bounds the edges to the viewport (so you won't see behind the GUI). Also, if you want buttons for look, travel, or even a legend, I'd suggest making a second GUI with a higher X-order so that it won't be dragged out too.

Episodic feature: A few ideas. 1)You could either create a game template once you set up characters, GUIs, InventoryItems, and rooms shared by all the games. 2) Export a file at the end of the game, which will then be loaded into the sequel. Quest For Glory does this because you have stats to raise, and can continue your character's development in the sequels. Check out the File functions in the manual. 3) Check out RUNAGSGame, but make sure you pay close attention to the manual and it's warnings. (such as the same AGS version,etc)


Hope I helped. :D
~Trent
#434
Is the file renamed correctly?
Do you call PlayMusic()?
Is the function under which you put PlayMusic properly linked to an event?
Have you watched densming's video tutorials?


~Trent
#435
You have a total possibility of 6 characters right? 3 classes and two genders. Why not use a global variable (or 4) to check which the player has chosen? I'd find that easier and cleaner to code and read, rather than a ton of NormalView checks.

You could probably use extender functions and enums creatively, and make a player.Class which you can easily check.

BTW, I'm just speaking generically about your game and code here, not your specific problems. Also, I haven't read through the beginning of the thread recently either..


~Trent
#436
Shouldn't the code work the same? Even with the i=0? (and Sparky's first batch of code, like Gilbot said)

IIRC, item 0 is null similar to hotspot 0. So basically it would call LoseInventory on nothing, and then continue on because of i++.

Of course, yours is still a better way to write it.

[Edit]: Oh wait, you're also right about the <, but I would use <= instead of +1


~Trent
#437
General Discussion / Re: A laptop?
Sat 28/02/2009 00:48:04
Quote from: GarageGothic on Sat 21/02/2009 14:00:04
I don't know if they have anything in your price range, but as for brands I can wholeheartedly recommend MSI. I just bought an MSI GX620 and I can honestly say it's the finest piece of machinery I've ever owned. The design is lovely, the build quality great, and they seem to have a very good feel for matching hardware while avoiding bottlenecks.
Garage, that looks like an awesome computer. But I can't seem to find a price tag... how much did you pay for yours?

~Trent
#438
The web design is an incredible turnoff. Ugly colors, graphics, and design.
Also, I'm not gonna look at a bunch of pictures to see a synopsis of the story.


~Trent
#439
Anyone familiar with the animation process used on Odinsphere? (I believe it was the same company that did Guilty Gear)
I'll try to find a IGN, Kotaku, etc article that explains it better than I ever could.


~Trent
#440
Cause key puzzles are overdone, and I believe that poc's game is a detective one--therefore focusing more on clues rather than puzzles that eventually lead to the keyring syndrome.


~Trent
SMF spam blocked by CleanTalk