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Messages - TwinMoon

#341
Quote from: OneDollar on Sun 13/04/2008 01:54:06
You can just do
Code: ags

//top of global script (or room script if you don't need to know if the envelope has been opened in any other rooms)
bool EnvelopeOpened = false;

Yes, you're right. They makes it two things I've learned from this thread. ;)
#342
Um, totally missed this thread, but just wanted to say:

CHRIST! You're kidding right? RTS in AGS? If I could send you a beer by e-mail, I would!
From the screenshots it looks very Dune 2-like, which I think is great.

Quote from: dkh on Sun 13/04/2008 13:17:08
I'll have to implement a simple system that tries to find a spot that is yet unoccupied and the closest to the factory.
What about moving the first soldier after it's created so it's out of the way?

No pressure intended, but get a demo out soon!
#343
Never thought I could add anything to a post of yours, KhrisMUC!

Character.Say displays the text above a character, if you want a transparent Display message you can use Custom Text Windows:

- Import a blank image (any size but preferably small) and make it transparent (select Top-Left pixel for instance).
- Right click on GUIs and choose Add Text Window.
- Set the background color to 0 and the text color to any colour you like. (I chose white / 15).
- Set the Image property of all eight images you see to the blank image (this removes the border).
- In General Setting look for Text Output and set Custom text-window GUI to the number of your text window GUI.

And there you have it: a transparent text box.
#344
Quote from: bicilotti on Sat 12/04/2008 21:44:20
e.g. what does "the Game is an original work and has not been previously communicated to the public" mean? Not released yet? Not even a WiP thread?)

It means you made it yourself and nobody's played it.

That does mean you could have worked for years on it, ProgZMax, if you didn't show it to anyone, it's still a valid entry.
#345
I think the most disappointing cinematic experience for me was watching Spider-man 1. The webslinger slinging through all those computergenerated skyscrapers... horrible.

On the other hand, nothing cheers me up like a little bit of trivia: I watched the Making of Charlie and the Chocolat Factory, and you might remember the chipmunks squirrels opening nuts?
Tim Burton requested specially trained chipmunks squirrels, while he could have used CGI.
Maybe you'd never noticed CGI, but it just makes me value a movie more when I know a filmmaker's put effort into details like that.
#346
Ok, I've sent it to Andail.

@ emerald: Moony?
Did you read too much comics with Spider-man and Moonknight?
#347
Quote from: TwinMoon on Fri 11/04/2008 09:36:30
Expect something tomorrow afternoon, Andail.

I'm working on it now. Just thought I'd get your e-mail address up front.
#348
Wow that's... totally different!

It looks like a good mystery story. Just make sure there's a good reason why the teen himself/herself isn't missing.

A neighbor who thinks he's a detective because he watches Derrick / Inspector Morse / Columbo springs to mind.
Or maybe a kid playing in the street wants to help?
#349
There's a large beginners tutorial in the AGS wiki: http://americangirlscouts.org/agswiki/

#350
Could you remove the hyphen in my name, Emerald?
#351
What I usually do is make a GUI with a lot of labels on it.

Be sure to give the labels a name (which you can refer to in the script).
Then, in the repeatedly_execute in the global script, put:

Code: ags
lblfBox.Text = String.Format("fBox %d", value);


where lblfBox is the name of the label and value is the value you're checking.
#352
What I usually do is declare a variable at the top of the globalscript, in your case something like:
Code: ags
bool EnvelopeOpened;


in game_start you put:
Code: ags
EnvelopeOpened = false;


if you need to use it in rooms, put "export  EnvelopeOpened;" at the end of the global script and "import bool EnvelopeOpened;"  in the global header (globalscript.ash)
Both without the "" of course.

If the letter gets opened, simply set EnvelopeOpened to true.


For things that only have two states of being (open and unopened) it's easiest to use a bool.
If there's more than two states (for example a numberlock being set to a number between 0 and 9) you use an int. See the entry 'Variables' in the manual.
#353
Just got it from Afflict.

Expect something tomorrow afternoon, Andail.
#354
Quote from: Saemtyh1 on Wed 09/04/2008 19:15:58And HEY TWIN! If you diddnt want to help.  Dont post!  >:( I am using the friggin dialog system!  I read the G/D help file and it was informitive but useless for what  I need.

I don't know why I bother:
In the properties for the room, look for Enters room after fade in.
Add dDialog0.Start(); here:

Code: ags
function room_AfterFadeIn()
{
    dDialog0.Start();
}


An example of the dialog script:

// Dialog script file
@S  // Dialog startup entry point
return
@1
give-score 100
stop

and so on for all the answers there are.
For an explanation of 'give-score' and 'stop' read the G/D help file.
#355
If you're only using three preset answers you'd be better off using the dialog system (see the help file about it).
#356
Hints & Tips / Re: unintelligent design
Tue 08/04/2008 20:13:22
Solution to the maze:

Spoiler

Due to the deadline being very close the maze has been programmed very badly. The trick is to click in the middle of each cubicle and don't walk too far at once.

The path is as follows: enter at the middle, walk twice to the left, walk up, walk all the way to the right, one left, up and left.

If it's any consolation, if I were to put a maze in a game again, I'll add an option to skip it.
[close]
#357
It's from a song by R.E.M.: Nightswimming.

I've always thought that to be a beautiful song, I used to sing along with it to train my singing voice and as a result I learned the lyrics to the song.
Now, as you may know, Micheal Stipe isn't the most lucid songwriter. There was one line which I didn't understand but struck a chord with me:

"I'm pining for the moon / and what if there were two / side by side in orbit / around the fairest sun."

An image kept orbiting around in my head (I've made an animation based on it which I use in my game as an intro screen)  and somehow the word twinmoon sounded good to me.
#358
Should have checked before I started drawing, but it was a spur-of-the-moment thing.

Quote from: Tuomas on Tue 08/04/2008 11:59:15Well, it helps if you've had 3 bunnies of your own like me. Also, these posts of ours should probably be removed; in a sense they're off topic.
There you go. I only had 2 guinea pigs.

And of course everybody knew a rabbit is a ...lagomorpha?
#359
From the darkest depths of the sewer, he's been building up his rage for decades...
but now is unleashed upon an unsuspecting mankind,
its:


Wielding his mutated carrot to revenge and using his secret feng-shui powers to make people feel uncomfortable! Dressed of course in the most stylish black supervillain spandex*

*Also suitable for heroes


I feel just like a ten year old again.
16 colours.
#360
Quote from: Snake on Mon 07/04/2008 21:22:19
It doesn't do anything since the timer is contantly being set to 100 if you're standing still - thus never timing out.
Damn those computers that never understand anything! ;)

Quote from: Snake on Mon 07/04/2008 21:22:19
So for the hell of it I reversed it and it worked. I don't get it.

Well, this is the same thing. While he's moving the timer getz set all the time. If you stand still it'll still be running.

Hey, after reading back that last sentence, I think I got it:
after the Display command use SetTimer(17,100); again.

-TwinMoon
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