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Messages - Ultra Magnus

#341
Thanks for answering my questions.
I do, however, have a follow-up question...

How?

:)
#342
I love that walkcycle.

As for the character vs. boot thing, I think the problem is that the guy's colours are all very separate, whereas the boot's all blend into each other.
If you anti-aliased the guy and un-smudged the boot a little, maybe they'd strike a nice balance in the middle somewhere.
#343
Quote from: FSi on Mon 24/03/2008 14:46:53
Quote from: Ghost on Mon 24/03/2008 13:27:57
Short but very suitable: The New Kid.

You have to grow watching LazyTown (or be a /b/tard) to play it though.

Well, neither of those criteria apply to me, so go figure. :)

Also, I agree that you probably don't need a specifically kid-oriented game.
I was around that age when I first played Monkey Island and Maniac Mansion, and though admittedly they were a bit too difficult for me at the time, I still enjoyed them heaps.
Plus, if anyone gets stuck these days they can just find a walkthrough on the net.
#344
General Discussion / Re: The Discworld Cake
Tue 25/03/2008 21:55:18
Wow.
Just... wow. 8)
#345
Hello.
After a bit of searching, I figured this issue was advanced enough to be here.
So, two questions regarding text input.

1) Is it possible to make the parser ignore everything except a few key words (placed in any order), short of adding the entire language to the ignore list?
I tried a few different things, but it usually ended up just ignoring everything and treating the text as valid regardless of whether a key word was present or not.

2) Is it possible to log input text and refer back to it later?
For example, if you ask the player to type in their name, could you then have a character refer to them by that name in dialogue later?

Thanks.
J.
#346
Thanks muchly. :)

J.
#347
Hey. Another (related) problem.
This time with the inventory GUI.

I can get the names of the items to display using the aforementioned method, like so...

Code: ags
if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y)==iPencil) gIconBarStatus.Text="A pencil";
if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y)==iPaper) gIconBarStatus.Text="Some sheets of paper";


However, after selecting an item, the "use with" status doesn't show up until I close the inventory.
What I want is for it to show as a hint that inventory items can sometimes be used with each other.
Any ideas?

Thanks.
J.
#348
Quote from: FeeWOW.. thats about 10x better than my first project :O

Excellent stuff!
I'll say thank you, but really I'm not sure how much of that is down to the evolution of the software, and whatnot.
But thanks, anyway. :)

Quote from: FSiOh come ON, people! That's the game about Stephanie!!1  :=
Ermm... okay...
???
#349
Mine isn't the most experienced voice in this place, but here's what I'd do.

You could reclassify the object as a character, that way it would move at a walking speed.
You can do everything with characters that you can with objects, I'm pretty sure.
#350
Cool stuff.
It works a treat.

Thanks again.
J.
#351
Ermm... I'm using the default template as a base, but I stole this bit of code from Demo Quest.

Code: ags
function LucasartsStatus() {
    String buf, name;

	if (GUI.GetAtScreenXY(mouse.x, mouse.y)==null) {
		name = Game.GetLocationName(mouse.x, mouse.y);

		if (mouse.Mode==eModeMoveto) {
			buf = String.Format("Walk to %s", name);
		}
		else if (mouse.Mode==eModeLookat) {
			buf = String.Format("Look at %s", name);
		}
		else if (mouse.Mode==eModeInteract) {
			buf = String.Format("Pick up %s", name);
		}
		else if (mouse.Mode==eModeTalkto) {
			buf = String.Format("Talk to %s", name);
    }
    else if (mouse.Mode==eModeUseinv) {
      buf = String.Format("Use with %s", name);
    }
		else {
			buf = name;
		}
	}
	else {
		buf = " ";
	}							
	gIconBarStatus.Text = buf;
}		

function repeatedly_execute() {
  LucasartsStatus();
}


So should I change it to the @OVERHOTSPOT@ method instead?
Would that make it better/easier?

Thanks again.
J.
#352
Sorry if these are particularly simple questions, but I'm a bit stuck.
Any and all help would be greatly appreciated.

Okay, here goes...

1) When using a custom status text function in a room script, it only flashes on for a second before reverting to the global default. Is there a way I can override the "repeatedly executed" global code and make the room-specific code stick for as long as the mouse is over the hotspot?
Here's what I'm using at the moment (room script)...
Code: ags
function hRightedge_MouseMove()
{
 gIconBarStatus.Text=String.Format("Go back");
}


2) How do I get the status bar to recognise the GUI buttons? At the moment, they're not being picked up at all.
Here's what isn't working (Global)...
Code: ags
function btnIconInv_MouseMove() {
  gIconBarStatus.Text=String.Format("Look in your inventory");
}


Thanks in advance, and sorry again if I'm just being thick.
Let me know if you need me to post any more code.

Thanks again.
J.

(I forgot to mention that I'm using AGS 3.0)
#353
Is it also related that the wiki's been giving me a 404 for the past few days?
#354
Quote from: GhostI was also told to send a hug.
That is so cute.
Thanks for letting me know all of that, and for showing her the game in the first place. :)

It's just as much of a compliment to me for the game to get passed around like that, so thanks again. :)
#355
Quote from: TuomasWell basically adjusting the relative size would do, as in, the bigger the furniture, the smaller the room looks. No need to alter the image size.
But then you'd have to change the character size to match.

You could just add a black border around the room, so the screen stays the same size but the actual room (and walkable area) is smaller.

Quick n' dirty example:-

Except the furniture, windows etc. would be the same size as they are in the original.
#356
Emerald,
Instead of lecturing those who have been making games for years, why not make your own game and lead by example?
If you are right, people will see that.
#357
Quote from: FribbiCute game. Short and silly but I had fun with it.  ;D
Sweetness. I'm glad you liked it. :)
#358
A little demo called Arnold's Neighbourhood, which was included as an extra in a torrent of Hey Arnold episodes.

How it influenced me: it uses screencaps from the series as backgrounds, which inspired me to make a game using the same method. And that's how I wound up here.

True story.
#359
CosmoQueen: I'm glad you liked it. :)

and jetxl: I've seen a fair few LazyTown YTMNDs, but that is by far one of the best. 8)
#360
Cool beans.
Thanks for the offer. I may just take you up on that at some point. :)

Quote from: Leon- I had some problems with the 'exit' of the bin-screen. The lack of cursor-changing and action indicators made it a bit difficult for me to find out how to get away. [exagerating here but still...]
Yeah, I was planning on putting something at first, but I couldn't think of a fitting description that would fit in the status panel space. I'll probably go with changing cursors in the full game, so it should be more obvious.

Quote from: LeonThe credit screen at the end says ESC to exit. But that brings up the control panel... then you need to push quit, then confirm... It looks a bit messy.
Again, yeah. I initially wanted to have any click activate the quit command, but I couldn't figure out what part of the script that was, so I just went with what was already in place.
Again, it will be fixed in the full game.

Thanks again.
J.
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