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Topics - Ytterbium

#21
I've created a 10th cursor mode and set a command for ProcessClick to process cursor mode 10. Except it doesn't work. When I change the line to use other cursor modes, it works fine. I also set mode 10 to be a normal cursor so I could test it, and it worked fine that way. However, when I try to run this one line which has everything in common with another line that works except it runs cursor mode 10 rather than 9, it doesn't work. What's going on?
#22
I've set up the middle mouse button to activate a list of non-standard actions (i.e. other than the normal cursor modes, these actions could be "eat," "give," etc.), but it's only supposed to activate the choices which there are interactions set up for. I also set up other cursor modes for them so I could set up interactions. So I've used:

if (IsInteractionAvailable(mouse.x, mouse.y, [the cursor mode]) == 1)

to distinguish them. However, when I middle-click my player character, all the choices show up even when there aren't interactions set up for all of them. This doesn't seem to happen with hotspots. What's going on?
#23
I am trying to set a variable called Midclick_x to the value of mouse.x. So, at the beginning of the function, I've put:

Midclick_x = mouse.x

However, the compiler seems to have a parse error at "mouse." What am I doing wrong?
#24
I resolved the problem I was previously asking about in case anyone saw it. But I still have another problem.

I'd like to set clicking RIGHTINV to triggering the "Look" interaction of Inventory Item "game.int_activated." Uh...how?

Or, in other words, what function/command/random scripting gobbledegook term should I use to do this?
#25
I know the talking view appears as a dialogue portrait when using Sierra-style dialogue. Does this also happen with the thinking and blinking views?

Also, if I'd like to use a different portrait for when my character is conveying a different emotion (for example, I'd like to have angry, sad, happy, etc. portraits), how would I do this? Would I make it another animation in the talking view?

One last question: If I just want to show an animating portrait without any dialogue, how would I do this?
#26
I'd like there to be a SetPreviousCursorMode function. In my game, the player can change the cursor mode with the mouse wheel (there's another way for the mousewheelless, don't worry), but because the cursor mode only cycles in one direction, moving the wheel either way does the same thing. This is a minor issue, but it would be nice if it could be added.
#27
I'd like to make my game display the name of a hotspot, object, or character when they move their mouse over it. The problem is, I have no idea how to do this. Can anyone help?
#28
I have a character with eight directions. The game uses the diagonal directions to turn, however my character won't walk diagonally. Why is this? I'd like it if this could be fixed.
#29
Advanced Technical Forum / Bug with Save Box
Thu 15/01/2004 20:35:21
I decided to change the "Cancel" global message that appears on the default Save box to give it more personality. Now clicking this button gives me this error:

An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x414C4D41 ; program pointer is +6, ACI version 2.56.627, gtags (0,3)

I'm not sure if it did it before changing the message, but either way, this is bad.
#30
I just finished one frame of the sprite for the playable character in my game. Here's a screenshot of him, with Roger Eco for comparison size. What does everyone think? Good, bad, too colorful, unrealistic?

#31
I'd like to voice my opinion about the size of the screenshots people post for their games. They are small. I understand that they are the size of the game's resolution, but honestly...if my desktop res is 1152x864, and I have a 17-inch monitor, a 320x200 picture will not tell me what it will look like on my monitor. When I release screenshots for my game, I will scale them up so everyone can see what they truly look like in all their pixelated glory.
#32
I checked the manual for how to script a text parser. The text box is on GUI 0, object 0, and I want it to move the character to an object and pick it up when they player types "Get key." But it has a problem with the first line, and won't compile it. Here's what I have in the room script:

function interface_click (0,0)
 string input;
 GetTextBoxText (0, 0, input);
 ParseText (input);
 if (Said ("get,take key"));
 MoveCharacter (0, 302, 123);
 ObjectOff (0);
 AddInventory (1);

It seems to have a problem with the function line. What am I supposed to do, exactly? I can't find anyplace with a complete text parser script example.

#33
I've just downloaded AGS so I can make a game called Cyber Quest, a game that pays homage to the Sierra quest games while incorporating some of the gameplay elements I like from LucasArts games and Beneath a Steel Sky. Since the game is called Cyber Quest, it's got a lot to do with computers, so I thought I'd use a Space Quest 3 style interface (Point and click movement, text parser interaction) to make it a little computery-ish. And also because I like to be nostalgic, even though I wasn't born back when graphical games had text parsers.
I have one question. How do I program the text parser? The manual and tutorial seem to mention nothing about the text parser, and I don't know the first thing about it. I'm pretty familiar with the basic AGS features...except for the GUI and the text parser. Can anyone help me?
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