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Topics - barefoot

#121
I noticed that quite a few of the resource links should be deleted, mainly because they are no longer available or go elsewhere,

Someone needs to keep an eye open.

barefoot
#122
Hi

i have it so that when you use an active inventory item on a hotspot an object becomes visible. The mouse cursor changes to walktomode but the inv graphic is still there when you click through, i need to delete it so it no longer appears on the cusor. I have tried various modes etc but am stuck on this, more than likely a simple line of correct code I have yet to come across.

Code: ags

if (player.ActiveInventory == iKey)
        object[2].Visible = true;
        mouse.UseModeGraphic(eModeWalkto);
        cwilly.Say("Yes, got it!!")


Help appreciated

barefoot

#123
Hi

I was wondering if its possible to have main character walk to an object from a gui button click?

EG
When you click 'Walk to Bridge' gui button for example the character walks to the bridge (object)..

Can AGS determine xy for an object and have the char go there?

I have done a search but to no avail...

cheers

barefoot




#124
Hi

I am trying to script so that when certain frames from an animation show a region is disabled to stop it repeating after some text is displayed. Everything else works perfectly.

The region i am using is standing as it does not seem to work with walksonto..

Code: ags

function region1_Standing()
{
  
  if(player.HasInventory(ifakeinv1)&& player.HasInventory(ifakeinv2)&& player.HasInventory(ifakeinv3))
  {
   cindy_bones.Say("Yes, done them all, let's get them gates open");
   region[1].Enabled = false;
}
 }


MaybeI'm missing something? All help appreciated.

cheers

barefooot

#125
Hi
Ive been trying to find an answer to this:

Im trying to find a script that will allow the background to still animate whilst still displaying text display. At the moment the background does not animate whilst display on screen.

any help appreciated

barefoot
#126
Hi

for some reason im getting 2 compiled folders, 1 inside the other...

im using 3.1.2

barefoot
#127
Hi

is it possible to disable an inv item from any clicks when its no longer needed but still has to show?

a situation has occured whereby i need to disable an inventory item from appearing. Usually the inv item (lamp off) clicked on with another inv item (matches) produces the (lamp on) LAMP effect. I would like to disable the lamp from any further clicks ie clickable.false etc etc..

Else i need to make another inv item to replace original..

Suggestions welcome

barefoot

#128
Hi

Im very curious to know why some script from a Room appears in a later Room!

The earlier Room used Hotspots that now reside in the later Room script!

Any ideas??

bareoot



#129
Hi

I think I'm having a mind blowing time at the moment... could someone look at this for me and correct .. I think you should see what i am trying to do..  will explain more if asked.

Any tips with script appreciated..

Code: ags

function region2_WalksOnto()
{ 
  if (player.PreviousRoom==61)
   object[2].Move(42, 497, 4, eBlock, eAnywhere);
   
  if (player.PreviousRoom==61)
   cindy_bones.Say("We've done that task!");

  else
  
  if (player.HasInventory (irod)) {
  }
  if (player.PreviousRoom==59)
   
 Display("You enter into the next room cautiously");
    if (player.PreviousRoom==59)
   cprof_plum.ChangeRoom(60, 321, 355);
    if (player.PreviousRoom==59)
    cindy_bones.ChangeRoom(60, 331, 345);
}


cheers

-bareoot-

#130
Hi


SOLVED.. Typical.... because started player near room had to add  game.skip_display = 0;...
sorry guys..least its solved it..



Update: can add more display text's etc but only on keypress not auto.. So, is there a way to make it roll on automatically?

Code: ags

function room_RepExec()
{
  if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Game Over");  

   if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Come on sonny!!");  

   if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
cindy_bones.ChangeRoom(54);  
}



Previously:

I have the below code in room_RepExec that works fine..

What I would like to do is add further todo's after displaying 'Game Over'.. ie: Change player View then Display text followed by abilty to Load Game because after the 'Game Over 'is displayed the game freezes in room_RepExec.....

Code: ags

  if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Game Over");  


Any help/comments appreciated..

-barefoot-

#131
Hi

I think i've had something this before... The below code works fine.. but unfortuanately NPC Professor Plum does not materialise untill a milli-second after he starts talking... Obviously I would like him there before anything is spoken...  Pervious room Follow attibutes set to 10,0 even though I added Follow Char in afterfadein ..   Object 1 is water rising slowly..  

Is this a nature of the beast?

Code: ags

function room_AfterFadeIn()
{
  cprof_plum.FollowCharacter(cindy_bones, 10, 92);
Display("The water gradually flows out filling the pit");
cindy_bones.Say("I think the waters speeding out a bit!");
cprof_plum.Say("Yes, its really starting to pour out!");
object[1].Move(227, 341, -15, eBlock, eAnywhere);
SetNextScreenTransition(eTransitionInstant);
cindy_bones.ChangeRoom(47);
}


Any help/comments appreciated..

-barefoot-

#132
Hi

UPDATE:

Since I posted this I have turned the Iconbar's visibilty to 100% and  made it non clickable.. that seems to have done the trick I wanted...  

Some things are not always easy at first, butI'm happy that i overcome this by perseverence..Sorry guys..

Original Post:

I have made some GUI's including Inventory and all working ok...

Now I have started making Custom Load, Save and Quit GUIs and they're ok.

My problem is that when I do a Save or Load with new GUI'S the OLD Inventory bar shows its face..

I need a way to disable it completely (short of actually deleting its GUI)

FYI: I have placed L S Q Buttons at the top of screen.

All help appreciated

-barefoot-


#133
Hi

UPDATE: Realised proberbly just a Grid Guide... ???



I have made a Custom GUI to link to Custom Inventory GUI..

I have adjusted New Inv GUI to the size and position I want... So far so good..  

Somehow the border around Inv Items appears not to show up in the game, although it shows ok on the GUI edit mode..  Any thoughts?

By the way, it has been sent to the Front..

I will perservere...

Cheers

-barefoot-
#134
Hi

I was wondering if there is a way to have DisplayTopBar on longer rather then use a gui etc..

Code: ags

 DisplayTopBar(25, 8, 7, "Weight Task", "9.92080 lbs")


cheers for any help/comments

UPDATE: I'de still like to know if its possible.... until then i have made  GUI to cover the situation..

-barefoot-
#135
Hi

is it possible to auto delete saved games?

ie when you die you lose you saved slots...

just wandering for future reference as not seen any reference to it.

UPDATE: Would it Involve deleting ever slot ?: DeleteSaveSlot (130); etc etc

Or would it be better to disable Load GUI???


cheers

-barefoot=
#136
Hi

Im trying to do a condition if some objects are Visible and some are not then do certain things.

Have used this:

Code: ags

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)


also for multi conditions to apply if above code returns true

Is this legal scripting?

cheers for any help

-barefoot-


UPDATE... This now works ok and answered my question:

Code: ags

function region2_Standing()
{
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
Display("The Scales drop just enough to release the door");

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
cindy_bones.Say("Yes,Ive done it");

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
object[12].Move(425, 293, 4, eBlock, eAnywhere);

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
object[0].Move(206, 203, 4, eBlock, eAnywhere);

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
cindy_bones.Walk(254, 284, eBlock);
}








#137
Hi

UPDATE NOV 14TH 2010... Completion date: By end November 2010

New splash screens:



I would like to introduce  Indy Bones and the Book of the Gods' game I am currently at work on.

It revolves around a Book the Egytian Gods themselves wrote when they created the universe.

The Book is very powerful.

The Book of the Gods was entrusted to Pharaoh Uky 5000 years ago.

Uky was a kind and honest Pharaoh who had a knack for setting traps to ensnare his enemies!! This impressed the Gods.

For 5000 years Uky has been the 'Keeper' of the Book until a Mortal with great courage and wisdom finds and takes charge of the Book, thereby releasing Uky from his eternal twilight.

So far all mortals have died trying to obtain the Book as the Gods instructed Uky to lay deadly traps, puzzles and a Mighty beast to deter idiots from finding the Book!!

Archaeologist Professor Wilkins has been researching the so called legend of Uky and the Book of the Gods for 20 years and has just found Uky's ancient Tomb on a Southern hill in Dayr al-Barsha in Eygpt.

He telegrams for his friend and student Indy Bones to come to the site and kick ass.

Together they set off into Uky's Tomb to find the Book of the Gods and take it back to the Historic Artifact Museum in London. Unfortunately, they are not the only ones after it!!

Together they must do tasks and puzzles to get further into the Tomb.

A little way into the Tomb a shot is heard and when Indy looks back the Professor is gone. Is the Professor dead?
Indy must now go it alone and find the Book of the Gods.

As Indy ventures further into Uky's Tomb he faces great perils! He eventually reaches the Labyrinth where the Book of the Gods is kept. But can he get to the Book without being killed along the way??? Are some secrets best left hidden???

An Adventure game with some puzzles and tasks.

In this game you can die in a few places!

"It tore them limb from limb. Body parts and blood everywhere, it was awful!"

NB: Some of the Rooms shown here may not yet be fully developed.

UPDATE: images:

Aghh a 2 headed Cobra!!


Try your luck on a spinning machine!



Story Production: 97% done
Rooms: 98% done
Resolution:  640x480 16-bit
Beta Testing: 80%
ETA: End of November 2010

-Barefoot-


#138
Hi

I have set up a character SetWalkSpeed on Keypress in the GlobalScript asc which works but is there a setting which will make it more smoother instead of jolting?

I'm not over concerned as it is negotiable, just knowledge seeking for improvement.

Code: ags

 if (keycode==eKey4) {
  
  cindy_bones.SetWalkSpeed(20, 20);
  
  }


cheers

barefoot
#139
Hi

I'm trying to get below script to run as it should..

You get a warning that you need to hurry. Ceiling drops down and squashes you if you run out of time.

If I use eblock then you can't run, if i use eNoBlock then the next piece of script runs.

Am i using the correct IsCollidingWithObject or is it a {} problem?

Code: ags

function room_AfterFadeIn()
{
Display("Clue: You are going to have to hurry!");
SetTimer(1, 320);
object[0].Move(80, 397, 4, eNoBlock, eAnywhere);
if (cindy_bones.IsCollidingWithObject(object[0]) == 1) 

Display("You've been squashed. It's the end of your journey!!");
cindy_bones.ChangeView(17);

}



All help appreciated.


barefoot

#140
Hi

Ive used the Object.GetAtScreenXY but to no avail..

I have some Objects with each one set to Int Random Moves.. which works fine..  

Now I need to check when a certain Object moves to one of the int random options it then carry's out an 'if'...

eg:
if Object A moves to x y coordinates then AddInventory.....  etc

Code I have at the moment:
Code: ags

function oyellcirc_Interact()
{
int ran=Random(5);
if (ran==0) object[1].Move(134, 292, 4, eBlock, eAnywhere);
else if (ran==1) object[1].Move(206, 285, 4, eBlock, eAnywhere);
else if (ran==2) object[1].Move(269, 284, 4, eBlock, eAnywhere);
else if (ran==3) object[1].Move(320, 274, 4, eBlock, eAnywhere);
else if (ran==4) object[1].Move(360, 294, 4, eBlock, eAnywhere);
else if (ran==5) object[1].Move(217, 344, 4, eBlock, eAnywhere);
else object[1].Move(146, 298, 4, eBlock, eAnywhere);
}


Hope this is understandable

barefoot
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