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Messages - Woten

#1
AGS Games in Production / Re: Quest for Weed
Sat 27/04/2013 13:29:12
Myname, what pipe?
#2
Hello.

I wanted to make it so every time the player right click's he "Uses" the corresponding thing. How do I go about that?
#3
AGS Games in Production / Re: Quest for Weed
Mon 15/04/2013 22:32:28

Spoiler
Damn, the police officer is supposed to chase the player until he breaks his neck =/, I'll get right on that. (Use Smoke on the police officer and enjoy the show :) )
[close]
#4
Alright, I disabled debug mode and updated the link on the other thread. Thanks :)
#5
AGS Games in Production / Re: Quest for Weed
Mon 15/04/2013 21:56:32
Thank you :)

Also, please let me know if you find any bugs, and I'll fix them asap.
#7
AGS Games in Production / Quest for Weed
Mon 15/04/2013 19:08:30
Is this any good?

Quest for Weed DEMO
http://www.filedropper.com/questforweeddemo

[imgzoom]http://i.imgur.com/0QOZiSz.png[/imgzoom]

"You are Puck Darkvale, aspiring drug fiend. Life has been good too you thus far and excessive consumption of cannabis has kept you in high spirits for many a moon. However, recent illegalisation of all mind-enhancing substances by a corrupt government has sent the once peaceful land into turmoil, and now it's up to you, Puck, and your trusty dog, Bassi, to punch the badguy, snatch the girl, and last but not least, get high as all hell."

[imgzoom]http://i.imgur.com/SC3X2tc.png[/imgzoom]

Developer site: http://berzerkerstudios.co.nf
#8
Just wanted to clear that up. Thanks  :-D
#9
This doesn't delete the saved games = /
#10
I mean, without the save games I made while developing and other excess baggage?

I'm working with 9-verb style.
#11
Thank you, this fixed the problem, and also clarified a few things for me :D
#12
I have a TV in the game, the TV screen is a character. And You have to use a remote control on the television

I have some code in place in order to trigger the broadcast: it looks like this "function cTV_UseInv(iRemote)"

But AGS gives me a parse error.

So, masters of AGS, how can I make it so it works?
#13
Alright I no longer get the error message, but it doesn't seem to work.

Let me elaborate:
On the particular page that I'm working with there are three buttons, Quests, Completed Quests and Journal Entries specifically.

The code for the button is such

Code: AGS
function btnEntries_OnClick(GUIControl *control, MouseButton button)
{
  LBQuests.Visible = false;
  LBComplete.Visible = false;
  LBEntries.Visible = true;
}



What I want of course is for the Entries to pop up when you click the LBEntries button, and again, a label that corresponds with the entry.

The code you so graciously provided looks like it should work, I'm just having problems with where to place it.
#14
Thanks for answering again.

I did that and I get: GlobalScript.asc(53): Error (line 53): Undefined token 'EntryTextArray'

Edit: Also since there is a number of listboxes that I need to work with (some even have images that need to be called when the corresponding entry is selected) then maybe is it to make a custom function for each listbox?
#15
I kind of slapped myself in the head for not checking the previous post. (Didn't get a message prompt.)

#16
When I try to implement this, I get a parse error message for the line below "String journalTextArray[5];" or "String EntryTextArray[5];" as it is in this case.

Edit:

The full error message reads: GlobalScript.asc(1587): Error (line 1587): Parse error: unexpected 'EntryTextArray'

And it is reffering to this line: EntryTextArray[0] = "Journal entry 1";
#17
The idea is to have a number of labels and each of the corresponding to an entry on a listbox.

The Manual is very fluffy about the listboxes and instead of painstakingly testing how it works through relentless trial and error I thought I might post here in case someone knew the answer.

Thank you in advance.
#18

Alright, so the Font Editor worked just fine(but only if you make your font a SCI file named "FONT") , but the link for the Journal Module is broken.

I do fancy the idea of linking the quest description label to the listboxes by making, as you said, an array of texts (and in some cases, images) that are already linked up to the corresponding entries, but I'm kind of a scrub and have really no idea how to code that. So further instruction on how to accomplish this would be infinitely helpful.

-Woten
#19
Thank you so much for the help, I'm going to tinker with the font editor and Journal module for a bit, to see they fit my purposes :)
#20
I have a problem. I've been tinkering with the GUI's and am making a Journal for my character.
What I want is for my Listboxes (Quest and Journal respectively) to be scrollable using my own sprites, on account of spacial concerns. I also have no idea how to link the Listbox items to the corresponding text entry on the textbox on the left.

Also, the Journal is a tad small, so being able to scroll the corresponding text up and down is essential. Is this possible, and if so, can I do this using my own scroll buttons?

Any pointers on how to accomplish this?

Here's a sample of the journal: http://imgur.com/MPiAXDz


PS. I also need a smaller font for the journal, I've been scouring the forums but all it returns is people with font scaling problems and stuff like that. Is there a smaller font available anywhere around here?
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