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Messages - Trent R

#901
Awesome! Thank you so much Khris!

Usually I hate asking for code, because usually I can figure it out eventually and I learn more if I don't. But this just had me completely stumped.


~Trent
#902
Quote from: KhrisMUC on Thu 23/10/2008 08:19:12
Again, untested!
That's why I'm here  :)

Unfortunately that didn't work either... The double result now acts first, with the single following a bit later.
[Edit]: Something I noticed: If you press a key once, it will run the the single result. Then, if you try to double press that same key, the double result won't run, but the single will run without the usual delay.

~Trent
#903
The Rumpus Room / Re: Cheesy subtitle for AGS
Thu 23/10/2008 08:27:44
AGS once killed a boy with a fender guitar.


~Trent
PS-Is it strange that I'm 18 and I listen to his music?  ;D
#904
Did you read this thread? It may be the same problem as yours.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35898.0


~Trent
#905
A shooter would take some work, but a first person game (Myst, Oracle, etc) isn't too hard.  Just use hotspots for all your interactions.

~Trent
#906
Thanks Khris, because your code cleaner than mine at the least.

However, it still activates both the single and double press results. Currently, I'm putting the single press result after the line 'keytimer = DELAY', is that right?

For movement, I think I can just code the double press to undo the result of the single. But I have other actions, where undoing the single isn't possible. I guess I can work around it by just using more keys.

~Trent



[Edit]:
Mwahaha! I just had a revelation!

Despite that my original question was not fully answered, I have revamped my battle system so that I shouldn't need to separate the single and double press actions.


~Trent
PS-That doesn't mean I wouldn't still like to know though....
#907
I am bloody lost.  :(

I've been trying for a while now to make a double keypress function in my room and I can't get it to work whatsoever. I searched the forum and found a few topics on making a double click function for the mouse. I tried to modify those, but they didn't work.

The biggest problem is that I can't figure out how to make it so it won't trigger both the single press and double press results. I've tried WaitKey and using a Timer (though I suspect I messed that code up).


~Trent
#908
The two parameters were needed, and so you had the fill in the what was required in the function, a GUIControl (such as your button, TelDial) and a MouseButton (eMouseLeft just says that you've click with the left mouse button.)


~Trent
#909
I honestly loved this demo so much that I almost cried when I had to quit when there was nothing left to do.
The only thing that bothered me was the 'I' character in the font, I didn't know what letter it was. Otherwise, I think the font is pretty funky.


~Trent
#910
Quote from: KhrisMUC on Sun 19/10/2008 10:55:16
"Check player.ActiveInventory to find out which inventory item was used."
Good lord, yes!!! I searched the manual for forever before I finally found this...

Another tip idea (to be worded as you please, CJ)
"Got a tip of your own you'd like to share? Post it it the designated thread in the Technical Forum."
Hopefully a 'tip' like that will get more suggestions from people that might normally shy away from the foreboding sounding Technical Forum.

~Trent
#911
AGS Games in Production / Re: a caged dragon
Mon 20/10/2008 07:25:51
Will it include a Chinese-Checkers mini game? (Although I don't know if that is actually a Chinese game.... Wikipedia time!

But so far, so good! I love the graphic style, especially the overview map.

~Trent
#912
I actually just spent a good part of today scripting my own custom Save/Load GUIs using this tutorial off of the AGS Wiki. Even though the image at the top is from an older version of AGS, the code still works the same.

The tutorial has comments explaining itself through out, but if you need help you can post here again (or even PM me)


~Trent
#913
1. Couldn't you just create a new game with the default template? Then copy-paste to the game you're working on?

2. I know I could answer this question if I was thinking clearly.... but it's late and I'm not, so I'll have to pass this off to someone else. Although there is a very detailed manual (and I learned a lot on mouse clicks and cursor modes by reading through it myself.)


~Trent
#914
Critics' Lounge / Re: Random Character Design
Sat 18/10/2008 22:36:36
Quote from: TerranRich on Sat 18/10/2008 22:18:19
If she's a vampire, shouldn't her hair be black? Or is that a vampire stereotype?
That's a stereotype, because in all honesty, there's a very broad definition of what a vampire is depending on which universe it's in.


~Trent
#915
What you want is the cCharacter.Walk, although more information can be found in the manual.

~Trent

[edit]: Oops, Densming is right, it's Walk....  :-\
#916
Quote from: Laukku on Sat 18/10/2008 07:46:54
This reminds me... Wouldn't it be more logical to have walk-behind areas be always drawn on top by default, if one forgets to set its baseline?
No, because what if your walkbehind is something like a table? On one side, you'd be behind it. On the other side you'd be in front/on top of it.

As for a tip,
"Want to make a game other than an adventure game? It's possible with AGS if you know how to script."

"There is a 'Recruit A Team' thread in the forums where you can post about your project to recruit other team members. Or you can browse through the recent posts and find someone that's already submitting their talents to the public."


That's all I got for now, though I will back up the ones that have been already said.
~Trent
#917
Don't worry Revonx, every indie game developer has setbacks and delays. I doubt there's a single AGSer that has done everything on time (except maybe CJ, but he has a right to say "It's not realeased, stop bothering me")

As for your game, it has a very interesting look, and I'm excited to play. I've never heard of the original, so I'm betting that your remake will be my only choice to get it.

~Trent
#918
I heard (though I could be wrong) somewhere that the next version will make custom dialog systems much easier, if that's any consolation for you.

~Trent
#919
Right click 'Characters' menu selection and choose 'New Character' or 'Import Character'. Then set the new character's name and starting room from the Properties pane.


~Trent
#920
Critics' Lounge / Re: Random Character Design
Fri 17/10/2008 03:41:41
Haha, the first thing I noticed was the same color scheme as your ava. But you already know that..

Though I do think that her dress looks like it can be opened with no effort whatsoever. (I'm not trying to sound like a pervert, I swear!). Perhaps some clasps? Though that also might interfere with the simplicity of it too...


~Trent
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