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Messages - TwinMoon

#101
Yes. What Reaper said. (Told you it was untested!)
I've edited my original post, in case other people will read it.
#102
What helped me a lot was to first make a stick figure animation, and get that right before actually start drawing.

For instance, I wanted to draw this really relaxed guy walking, after several failed attempts I drew this:
Then I just painted my character over each frame of the walking animation and it was right in one go.

(EDIT: I removed one arm for clarity reasons)
#103
So it's my call, is it?

Allright:

3rd place goes to RADIOWAVES with his fine heavy metal grinder

2nd place goes to THEMAGICIAN with his very catchy intro,

but this is handed over to
QUESTIONABLE with his medley of pop-rock-funk-fusion and a pinch of hardrock.
The part which starts at 5:10 (and reminds me of early Air) is really breathtaking, and the funky bass which kicks in at 7:07 clinched it.

Congratulations and thanks for participating!

Questionable gets to set the next competition.
#104
Well, if gPlayerDialog.Graphic = 0 means that the balloon isn't visible, right?

So what you do is, before the line if ((Hotspot.GetAtScreenXY(mouse.x, mouse.y)==hotspot[1])&&(mouse.IsButtonDown(eMouseRight)))

you put:

Code: ags
if (gPlayerDialog.Graphic!=0) {


and you close the bracket at the end.
If the balloon is visible, the code won't run.
#105
A trick I like very much is to add a lighter colour where the light falls on it:



Notice how the plant gets more depth, and the pot looks more round if you accentuate its curve.
It's a quickie, but you get the idea.
#106
Quote from: TheMagician on Thu 04/09/2008 21:42:13Haha, I wanted to use a crowd cheer as well but I didn't find a decent sample  ;)
I trust you've never heard of Soundsnap? ;)


Well, only three entries. So I guess the voting starts now... It will end when monday starts.

As we all know, music lovers love making lists even more than they love music, so please submit your top three of the entries.
You can find the entries in the second post, but let me repeat them for your comfort:

Radiowaves - Drilling your scull
Questionable - Lowlands Day one
Your Average Punk-band  - The Intro (TheMagician)

I get to decide when there's not enough votes, ok?

And of course, you've all been wanting to see what you're competing for:
it's...



one of these!
#107
Picking up item from floor with inventory item:

in the events tab for the object on the floor, click on "use inventory on object" and put:

Code: ags
if (player.ActiveInventory==iInvItem) { //checks which inventory item the player used
  oItemonFloor.Visible=false; //this removes the object from the room
  player.AddInventory(iPickedUp); //this gives the player an inventory item
}


(where iInvItem is the name of the inventory item, oItemonFloor is the name of the object in the room (not the description, but the name), and iPickedUp is the inventory item you want the player to acquire)

(The text starting with // is commentary btw. Everything behind // will be ignored by AGS)


Giving the player another inventory item:

in the events tab for the hotspot, doubleclick "use inventory on hotspot" and put:
Code: ags
if (player.ActiveInventory==iUsedItem) {
  player.LoseInventory(iUseditem); //take the used item away from the player
  player.AddInventory(iNewitem); //and give him/her another instead
}


(where iUsedItem is the one you want the player to lose and iNewitem the name of the item you want the player to gain)

With this information, you should be able to figure out the answer to your last question on your own.
#108
I can help you a little:

Code: ags

if (IsKeyPressed(9) == 1) {
  running = 1;
else {
  running = 0;
}


If you put this code in the repeatedly_execute the variable running will be set to 1 whenever tab is held, and set to 0 when it's not.


And if you want to change his walking speed, you'll have to stop him from moving first. There's no way around it.
However, what you could do is store the co-ordinates the player is walking to. Then you could do something like:

Code: ags
running = 1;
player.StopMoving();
player.SetWalkSpeed(8,8);
player.ChangeView(playerRunning);
player.Walk(movetox, movetoy);


(in which movetox and movetoy are the co-ordinates stored)
#109
We have two great entries: a short & heavy stomper by Radiowaves and a long epic by Questionable.
Goob job guys - exactly what I had in mind!

And for any other partakers: roughly 12 hours left!
#110
Hm, I got this error on startup (see below).
And I have been able to reproduce it:  I started up AGS, minimized it and then ran something in full screen in WinXP (in my case ScummVM).
I shut down AGS while it is still minimized (by rightclicking it on the taskbar).
Then I get this error when opening AGS again:


Error: SplitterDistance must be between Panel1MinSize and Width - Panel2MinSize.
Version: AGS 3.0.2.43

System.InvalidOperationException: SplitterDistance must be between Panel1MinSize and Width - Panel2MinSize.
   at System.Windows.Forms.SplitContainer.set_SplitterDistance(Int32 value)
   at AGS.Editor.frmMain.frmMain_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#111
Whoops! Now where did that line come from, I wonder?
Anyway, corrected it. Thanks.
#112
You can't edit the default ones, but it's very easy to make some yourself:

LOAD GUI:
Make a new gui (I'll call it gLoad in this example) and put a listbox and a button on it. Call the listbox lstSaveGames. Before everytime you put gLoad.Visible = true put the line:
lstSaveGames.FillSaveGameList();
This will fill the listbox with the saved games.

Click on the button, and the events tab (button down-right, the one with the lightning bolt). Doubleclick the onclick. Add the line:
RestoreGameSlot(lstSaveGames.SaveGameSlots[lstSaveGames.SelectedIndex]);
This will restore the game the player selected.


SAVE GUI:
A save gui is a little bit more difficult. You'll need the command SaveGameSlot and a text box.
SaveGameSlot needs to be told what number the saved game is, so you need to be careful not to overwrite any.

What you could do is put a listbox (call it lstSaveGames) on the same GUI (I call it gSave), and every time before you make this gui visible, put:
lstSaveGames.FillSaveGameList();
lstSaveGames.Visible = false;

This listbox won't ever be visible but is only used to keep track of what position to save to.

Make a text box, call it SaveGameName open its events tab, double click the onactivate. Now put:
gSave.Visible = false;
SaveGameSlot(lstSaveGames.ItemCount, SaveGameName.Text);

SaveGameName.Text is what the player typed into the text box.

Hope this helps. Totally untested, but there ya go.
Be advised that there can only be 50 savegames, you might want to script something to prevent the player from saving more than that, otherwise the game will crash. (or something like it)
#113
In case you're having trouble finding it, I do know the URL: http://geocities.com/sciviewer/
#114
Hey SV!

If by deadening you mean that the music volume drops, you can change it with game.speech_music_drop.

The default is 60, if you want no volume drop, put

Code: ags
game.speech_music_drop = 0;


in game_start().
#115
I don't check the forums one day and already I'm being missed ;)

Since there's only one entry so far, I'd be happy to extend the deadline. 5 september it is.
#116
I always think of hotspot labels as the equivalent of looking, and clicking a look cursor on an object as examing that object.

In a low-res game I'd say it's a must, but if you don't have a lot of small objects lying around in the background, it's not something I would miss.
#117
Quote from: Misj' on Tue 12/08/2008 11:07:36Technically Lowlands is in Flevoland and not in Holland, since Holland is not the name of the country (the Netherlands), but merely the names of two of its provinces.
Hm, I always use Holland and Netherlands like they're interchangeable terms. But you're right; Holland means just the Randstad.


Perhaps I was a little bit too quick in settling with this topic... With rock 'n roll I also mean: alternative rock, hardrock, grunge, bluesrock. And punkrock is also okay.
Just generally something uptempo that... well rocks, ok?
#118
I could explain it here, but the manual does it far better:

AGS Help file > Contents > Tutorial > Starting off > Conversations

Almost at the bottom, above the line More on conversations it clearly explains how to make the dialog start.
#119
The word festival to me means alternative rock, punkpop, hardrock, hiphop.
I intentionally tried to keep it a little broad, but I'll narrow it down a little, ok?

EDIT: Ok, changed from 'festival music' to 'rock 'n roll'. This'll also make the voting a little easier...
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