Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ytterbium

#21
But considering AGS was made in VB, it would be easier to port the editor to the PalmOS than to Linux, so I guess we shouldn't be too whiny about it.
#22
Thank you. This works. I put it under my Left mouse button script before anything else, for those of you who want to do the same.
#23
To create a zip file, go to http://www.winzip.com and download the WinZip program (if you don't already have it). Now, open up WinZip, and click New. Go to the folder where you want the zip file to be created. Copy your game's Compiled folder and place it somewhere. Rename it to the title of your game. Now, use the Add button to add the files. Select the renamed folder, and then add any other files you want (i.e. ReadMe files). Now upload it somewhere on the web. Go to the Games page, and scroll down to where it says "Add Your Game." Click that link, fill out the form, and you're done. Woo.
#24
When the player picks up the key, use either the Interaction Editor Option "Game - Enable Dialog Option" and set it to the topic number that the player uses to talk to the key seeking character, and the option which involves giving the key. Or you could use the script command SetDialogOption(t, o, 1), where "t" is the topic number and "o" is the option number. Leave the 1 there, as it enables the option. Now go to the topic, and make sure the option that the player chooses to give the character the key has its "Show" box unchecked. Now edit the dialog script. Under the topic, add the conversation, then after it, type this:

lose-inv x

where "x" is the inventory item number for the key.

Hope this helps.
#25
I'd like my game to perform a different function if the Left and Right mouse buttons are clicked simaltaneously (sp?). I tried:
Code: ags
if ((button==LEFT) && (button == RIGHT)) {
//lrmb code
}


Which didn't work. It also failed when I tried putting it inside the Left mouse button code. Is there any way to do this successfully?
#26
Quote from: Dorcan on Sat 07/02/2004 19:04:34
There is a new tutorial I've just made  :)

http://www.digitalmindstudio.ch/script.php?langue=en&id=9

I changed it a little...

In repeatedly_execute:
Code: ags

  if  (timerClick>0)   {
    timerClick--;
  if  (timerClick == 0) 
      RunInventoryInteraction(game.inv_activated, 4); 
  }


In on_mouse_click:
Code: ags
 else if (button==LEFTINV) { //Selecting an inventory item
   timerClick = 0;
   SetActiveInventory(game.inv_activated);
   EnableCursorMode(4);
   SetCursorMode(4);
   }
else if (timerClick == 0)    {
      dblClick = 0;
      timerClick = dblClickSpeed;
    }
else   {
      timerClick = 0;
      dblClick = 1;
      RunInventoryInteraction(game.inv_activated, 4);  
}



This doesn't seem to work. For now I'll just make LEFTINV check if the cursor mode is Use Inv, but I'd much rather have a double click do it.
#27
Quote from: Pumaman on Sat 07/02/2004 18:14:18
Quote from: Ytterbium on Sat 07/02/2004 04:05:02
Wow...isn't that highly coherent and understandable.

</sarcasm>

Rather than smugly criticising things that people have put together in their own time and out of the goodness of their hearts, perhaps you'd like to contribute something yourself.


Sorry, it's just that I can't really understand that tutorial at all. Usually the definition of "tutorial" is something more step-by-step oriented.
#28
Maybe it's because she has a 500 Hertz processor.


Or maybe you should just wait until she gives your computer back.
#29
I've been using many conditionals in the interaction editor, but when I've put in a whole series of actions and realize I want them under a conditional, it's a pain to create them all again. A way to either add a parent conditional or move existing actions to a conditional would make game design much easier.

If I've posted this before, don't complain, because the horrible search function can't find it.
#30
Quote from: oversizedchicken on Sat 07/02/2004 12:37:03
im no programmer,

but couldnt you do somthing on the items actions like, on left click run script, if leftmousebutton then do {what ever you want}. I dunno just trying to help.

DTFM  ;)

-a chicken

I know. What about double-left click?
#31
AGS Games in Production / Re:The Dead Walk!
Sat 07/02/2004 04:18:58
I hope there won't be too many walking deads in it.








Sorry, I just had to say it. Well, anyway, looks good. Me want play.

Anticipation Meter:
#32
OOH! I CAN BE A TESTER! I'M GOOD AT THAT!!!!11111111!111one!!!1111

Actually, I'm not, since I need a walkthrough for just about every adventure game on the market except Putt Putt Goes to the Moon.

But I can give you ideas.

And I'm liking the isometric perspective.
#33
Quote from: HillBilly on Fri 06/02/2004 06:48:34

Hell, it worked. Toh, the "use" button still don't work.

That's probably because the Use action defaults to selecting inventory items. Try not setting the Use button to be the actual Use interaction, but rather some other inventory-specific cursor mode, and setting use interactions to be triggered by that.


Either that, or I'm stupid.
#34
Quote from: Proskrito on Fri 06/02/2004 22:53:07
There is a tutorial about save and load guis in the GAC page:
http://atticwindow.adventuredevelopers.com/tutorials.php?id=1

Wow...isn't that highly coherent and understandable.


</sarcasm>
#35
I'm not exactly sure what you mean, but I think I get it slightly. Here's how it works...

For example, to make a character bend down...

Import all the frames of the bend down animation in the sprite manager. Now, create a new view in the view editor. Now, double click the "new frame" box and select the first sprite in the animation. Repeat until you have all the sprites in there. Take a look at the new view you created and note its number. Now, in the interaction editor for the item you want to pick up, create a new action and make it "Character - Quick Animation." Set the view number to the number of the view the pickup animation is in, set the loop number to 0 (unless you created more loops, in which case you would choose from them), and you probably won't need to do anything else unless you want to fine-tune the animation. That should work.
#36
Okay, here's what you do...

Take a hotspot/region/object and open its interaction editor. Now, select what you want the player to do to go to another room (presumably walk onto the hotspot or region). Now, create a new action, and select "Player - Go to a different room (at specific coordinates)". The room number should be the number of the room your character should go to (make sure it is saved as room1, room2, whatever), and the x and y coordinates should be where in the room they show up.
#37
I'm sorry if this is in the manual, but if it is, I couldn't find it.

I'd like my game to do something different if you double click on an inventory item rather than single click. I know this has been done in AGS games before (No, I'm not talking about Alien Rape Escape! Okay, fine, I am.), and I'd like to know how.

Please don't tell me to RTFM, because TFM doesn't answer TFQ.

#38
Critics' Lounge / Re:Rock midi... ?
Fri 06/02/2004 17:45:24
Does anyone know a good place where I can get an FL Studio 4 Fruityloops tutorial? I downloaded the demo, but I can't figure out how to use it.
#39
After Forge, the sequel to Loom, was cancelled, Bobbin Threadbare thought his career was over. However, he made a comeback in 2002 by playing one of the Nazgul in Lord of the Rings: The Two Towers.

#40
AGS Games in Production / Re:Fan Club
Thu 05/02/2004 20:59:19
Quote from: nope! on Tue 03/02/2004 22:17:45
yes, the last picture is better but gradients are evil: size of the files, need to runs under 32-bit mode

I won't mind. My game uses gradients at 32-bit mode too.
SMF spam blocked by CleanTalk