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Messages - Trent R

#61
And .bak files (rename the file to remove the .bak, like the .spr file)

~Trent
#62
Provo Utah has the US's dibs on Independence Day Festival, which is pretty fun. (Including the Stadium of Fire, but I'm not going since I have no interest in the Jonas Brothers)


~Trent
#63
I would also suggest InkBall on Vista, another fun game for tablets.

~Trent
#64
Code: ags
function on_key_press(eKeyCode keycode) {
  if(keycode == eKeyRightArrow){
    cEgo.Walk(cEgo.x - 40, cEgo, eBlock, eWalkableAreas);
    ClaimEvent();
  }
}


Should work just fine... And IsKeyPressed AKAIK is basically used for rep_exec events.


~Trent


#65
Radiant's Font Edit should be floating around somewhere, or you can google Font Editor and come up with some programs. Never had to resort to SCI fonts (and since you seem to be open to TTF fonts, I'd say don't bother).


~Trent
#66
Quote from: wonkyth on Wed 27/05/2009 23:38:07
You could probably do something with SSHes PixelPerfect Collision Detection module, I had a look at it recently, and it probably wouldn't take much retrofitting to get it to do that.
But Pixel Perfect is literally Pixel Perfect, and therefore a lot slower. Besides, it's already based off of the existing functions.

But our good old friend Pythagoras is the easiest and best solution.

~Trent
#67
QuoteSpeech Style is set to  "SierraWithBackground" in General Settings.
I'm guessing this is the problem... It's possible the Hypertext speech style is being overridden by the General Settings.

I'm DLing it now so that I can read the manual myself and hopefully be more useful.


[Edit]: Okay, so the General Setting isn't the problem, I think SetPrefixStyle is. Did you even read the manual entry for it? Where'd you get that you needed player.ID there, or even that 'true' parameter?
Quote
//   SetPrefixStyle allows you to set the way text is printed according to markup.
//   You can use any character you like as a markup character, but you should avoid
//    characters that you are likely to use at the beginning or end of words in the
//    normal course of events. Some possibilities are ^_*{}+=@~#/<>\| but it depends
//    on your game. By default, _*+ are set up. _ has a special meaning of indicating
//    a link, also.

[Rest of entry omitted for post]


Try putting this in your game start. If I understand the module correctly, it should work.
Code: ags

  Hypertext.SetPrefixStyle('^', 0, eHypertextSpecial_None, 255, 0, 0, 30, 30, 30);
  Display("Here is a Hyper^Display in two colors.");


~Trent
#68
I'd also suggest adding a button next to your text box, for the less intuitive players (since txtBox_OnActivate is triggered by the Enter key IIRC).

You can either duplicate the code, or add this line to the button's OnClick
Code: ags
  Namebox_OnActivate(control);

which calls the Box's OnActivate function. Just make sure the OnClick function is below the OnActivate function in the script.


~Trent
#69
Oooo goody!

I really should follow this directly, but I do love you updates you keep putting on the forums (one of the only sites I visit frequently). PS-When you get to a desired point, I'll test on the Zune. :)I still have C# and XNA on my comp, so I'd love to help further such an amazing project.

~Trent
#70
Based on what I've seen of SpacePaw's excellent Gif To View Importer plugin, I would bet that a Wizard for Views could also be created with a Editor Plugin.

Unfortunately, I don't have those skills.. (yet)

~Trent
#71
Check out the manual entry entitled, String formatting.


~Trent
#72
Using Button clipping is usually the easiest way to do health....

[Edit]: I'm not great at Drawing code, but the line with ds.DrawRectangle is striking me as odd... lemme try to check the manual entry and see if I'm crazy or not.
[Edit2]: Why is HP_bar created from the existing sprite of the button? Why not create it from sprite 74 directly? (Assuming I understand correctly)

~Trent
#73
You put the line where ever you want to change the text color (or other settings). So if you wanted to be able to switch the player's character on an Options GUI, you can do that.

I'd suggest game_start in your global.


~Trent
#74
Oops, I didn't mean that you had to upgrade to the beta, I was just saying is that is where I found the information.

~Trent
#75
Quote from: Pumaman on Mon 18/05/2009 20:02:27
Quote from: Dualnames on Wed 13/05/2009 22:00:18
Btw, I have this issue, that keeps bugging me, without having any speech files, a speech vox (1kb) is created and thus game considers speech is available. Is there a way to get rid of it from appearing every time I compile the game?

You might have a .PAM file, or a syncdata.dat file in the game folder. If so, delete them and it should stop generating the VOX


From the 3.2 beta thread. Perhaps this will help?

~Trent
#76
Other than the 2010 date, Video games do appear on IMDB (though are usually mentioned as such...). But it really may happen? Be cool if it did.


~Trent
#77
Quote from: BuddhaMaster on Sun 24/05/2009 14:36:05
Dont always listen to the perfect mod's.
But there is never ever mentioned how to make this work !
Neither of those guys are mods.....


And to the OP, check out the manual Interface text. That will explain @OVERHOTSPOT@ and other builtin tricks (like @SCORE@, @GAMENAME@, etc)


~Trent
#78
A recent topic by Atelier dealt with this very thing.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37737.0


~Trent
#79
I'd suggest doing the avatar with a GUI (most obviously, since it needs to be gamewise) along with a bool that is set when you click on it and then changing the GUI's graphic based on the bool's status in the rep_exec.

You'll also want to check out Hotspot.GetAt__XY


~Trent
#80
Quote from: GarageGothic on Fri 22/05/2009 00:57:55
Now explain the superfluous X'es  :=
It's roman numerals for his goal of how many posts to make per day.

~Trent
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