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#161
Hi

I have looked for an object function/event in the manual etc that will allow user to move objects around via the mouse, but to no effect, as yet.

Basically there is an anagram, which you rearrange until you find the correct phrase, no other action is required.

12 letters (objects) make up the 2 word phrase

all help appreciated

barefoot
#162
Hi..

When coming off an island where the player has got ichest2 (can't leave until he has got it) I have the following problem:

For some reason the below function is displaying Character.Say but then jumps to Else statement and changes Room .    I have double checked player has ichest2 so it should just have player say that he has eveything he needs.

The function is activated by a region.

Other similar functions i have seem to work ok...


Code: ags


function region1_WalksOnto()

{
 if(player.HasInventory(ichest2))
{
  cRedpants.Say("I think we've got everything I need from here"); 

}
    else cRedpants.Say("You approach Rot Island"); 
  player.ChangeRoom(15, 44, 441);
}






Where character get ichest2

Code: ags

}

function olockc_UseInv()
{
 if(player.ActiveInventory == iscissors) //or whatever the inventory name 
   {
       Display("The scissors are just right to go into the Padlock hole and you twist and fiddle");
     Display("The Padlock clicks and uinlocks");
     object[2].Visible = false;
       object[4].Visible = true;
     cRedpants.Say("Yes, got it open");
     player.AddInventory(ichest2);
     Display("You drag the treasure chest out and lower it down the rope and put it onto your raft and set off");
     player.ChangeRoom(14, 487, 202);
}
      else cRedpants.Say("That's not working!");
}



barefoot
#163
Hi

I have the below script which works ok. What I am trying to do, and i can't quite pull it off with the manual at the moment, is have a condition where once the isheet  (inv item) is used on the wild boar the boar changes to view 12 (with a sheet on).. (so far so good) but then you can use the ihammer.

This is what i would like to do:

When the boar has the isheet on you can use inv ihammer to stun it..  in other words you can only use the ihammer when the boar is in view 12 (with sheet on)

Am i making this sound complicated?


This is what i have so far:


function cboar_UseInv()
{
if(player.ActiveInventory == isheets) //or whatever the inventory name
  {
      Display("You throw a sheet over its head so it can't see. Now's your channce to do something, but quick, before it shakes it off!!");
     
     cboar.ChangeView(12);
     
     
            }
  else cRedpants.Say("No good using that!");

}


thanks for anyones help on this

barefoot



#164
Hi,

This is my first completed full length game.  It has been an exciting learning curve
experience learning about AGS 3.1.... I dont expect any awards though.. But I do intend to learn even more and incorporate into my next game....

STORY

You are Redpants, a young Elf who yearns to be a hero.
With your two friends Chris and Simon you set out to find interesting things
to do.

In this first episode Redpants enters the world of monsters and magic to
rescue Princess Verdana, who is being kept by an evil King who has her as his
soon-to-be wife after tricking her father over landrights and is keeping her
in his hide-away tower.

You encounter Arias the Tree Man, a Maze, Yolander the Mermaid, a strange man
on a market stall, a horrible Hunchback, Fly on a magic carpet, find Excaliber, meet Greeny the Dragon..and lots
more as you seek to rescue Princess Verdana.

At one point you have a choice of 3 ways...

Can you save her?


Redpants just setting off to meet his friends Chris and Simon



Redpants Stopped by Arias the Tree Man



Meeting your friends Chris and Simon


Redpants meets a Mermaid!

TECH
Game resolution: 640 x 480
Colour depth: 16-bit (hi colour)
Game File size: 27mbs
Over 50 Rooms

Link  http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1263

Thanks to all AGS people who have helped me make this game possible, and of course to Chris Jones for the AGS.....

barefoot







#165
Hi everyone,

UPDATE DEC 28th GAME COMPLETED AND LISTED...


UPDATED DEC 26th (The following are all my graphics)

I have almost completed my first Fantasy Adventure game entitled: Redpants: The Princess and the Beanstalk..

GAME-LINE

It's based on a young Elf, named Redpants, who wonders through life yearning to be a hero.

With his two friends Chris and Simon they set out looking for interesting things to do.

In this first episode Redpants has to rescue Princess Verdana from the evil King who tricked her father and has taken his daughter Princess Verdana as his soon-to-be wife whilst planning to conquer lands!!

Princess Verdana is sad, scared and very lonely... Can Redpants save her???

Play as Redpants who meets a mermaid, trys to get out of a maze, finds Excaliber, fights a hunchback and other unsavioury monsters! Meet Greeny, a friendly but sad dragon...

Can you, as Redpants, save the day?


Redpants just setting off to meet his friends Chris and Simon



Redpants Stopped by Arias the Tree Man



Meeting your friends Chris and Simon


Redpants meets a Mermaid!


PRODUCTION SO FAR....

Story... 100%
Scripting... 100%
Graphics... 100%
Sound/Musics... 100%

Just a couple of small bits to complete.

Hope to upload finished Game by Dec 26th...

I will list it when i have it available for download...

Thanks to all AGS people who have made this game possible, and of course to Chris Jones for the AGS.....

barefoot







#166
Hi

if you are looking to create you own program icon:

first:  create your image 48x48 (gif) in your paint program, then go to:

http://tools.dynamicdrive.com/favicon/

where you can turn it into a favicon...  after you have created and downloaded it simply rename it USER and put it in your games folder... open up AGS, save and then create exe.

when you next look you will see your image icon as the program exe


PS You can also make ico files with MS Paint, make canvas 48x48. There is no option in save as for ico..    but just put .ico as extention such as user.ico...


Hope this is usefull

barefoot
#167
Hi

if you are looking to create you own program icon:

first:  create your image 48x48 (gif) in your paint program, then go to:

http://tools.dynamicdrive.com/favicon/

where you can turn it into a favicon...  after you have created and downloaded it simply rename it USER and put it in your games folder... open up AGS, save and then create exe.

when you next look you will see your image icon as the program exe


PS You can also make ico files with MS Paint, make canvas 48x48. There is no option in save as for ico..    but just put .ico as extention such as user.ico...


Hope this is usefull

barefoot

#168
Hi,

I have the following code which works fine. What I need to do is have it check that i have another inventory item (lamp) before it proceeds... else displays the message 'I think you need to get aomething before you enter'...

How would I add this to following code I already have...



function hHotspot2_Interact()
{
cRedpants.Say("It's locked");
}

function hHotspot2_UseInv()
{
if (player.ActiveInventory ==pin1) {
 
   Display("You use the metal catch to unpick the door");
  object[9].Visible = true;

  cRedpants.Say("Yes, its open, come on guys!");
   cRedpants.Walk(342, 329, eBlock);
   player.ChangeRoom(58, 597, 411);

}
   else cRedpants.Say("That won't work");
 
}

any help would be appreciated

Thanks

barefoot
#169
Hi

I am in a situation where if the player chooses a particular Dialog answer option he ends up in another room.. Is there a way of scripting the main player to go to another room within the Dialog script?

cheers
barefoot
#170
Hi

I have 6 objects in a room. 3  that are visible when the room is entered and 3 that are invisible when the room entered.

when a gun is used on the visible objects they are replaced by the other 3 objects using the  Visible = false/true statements. (monster alive is true and monster dead is false at room load)

what I am looking for is a condition that happens when ALL 3 objects (monster alive)become visible (monster dead)

ie;


Display("You have killed the 3 monsters and it's now safe to pass")
player.ChangeRoom(23, 55, 371);

Hope this is clear enough and hope someone can help.

barefoot

#171
Hi

Can someone tell me the best way to script on how to select specific inv items to use on character??

if you have a few items in inv then i need each to do a specific task..

With the UseInv it only gives ()

many thanks
barefoot



#172
Hi

a loaded gun with 6 bullets is found and added to inventory.  The gun therefore can be used 6 times before it is automatically withdrawn for the inventory.

What would be the best way to script this?

any help appreciates

Barefoot
#173
Hi

where do I adjust the following:

invMain.ItemWidth = 50;
invMain.ItemHeight = 30;

I could not see related sizes in GUI gInventory properties and events.... except to alter the actual GUI box properties itself.

my inv items overlap quite a lot...

cheers

barefoot
#174
Hi

I would like script to check for multiple inv items to allow character to go to another room
from a region.

The player has to have 4 keys in his inventory to allow go to another room when on region.

I have this script enquires if player has an inventory item

if (player.ActiveInventory ==chair) {
  player.Say("Perfect Match");
#175
Hi

I have not seen an answer to my query...yet

what i am trying to do involves 'inv' on 'obj'..

There are 4 objects in a room  that you collect and add to 'inv'...

There is a board where you click on empty boxes with 'inv' items.

The board contain switched off (invisible) objects. If the right 'inv' item is used that 'obj' becomes visible. If it does not match the 'obj' it just displays a message like "Does not match"... 

So, if you use the correct 'inv' on the object it switches on, and of cause you loose that 'inv' item.

Objects are: ochair, obird, ostar, owheel
Inventory objects are: chair, bird, star, wheel

so chair inv on ochair switches ochair on and you lose inv chair..  etc etc

can someone give me a hand please

barefoot








#176
Hi

I need a bit of help with adding an inv item to player if he selects to buy from within Diolog, i may be missing a parameter, not sure:

@2
cRedpants: I'll take it
cDeath: Good choice Sir
cRedpants.AddInventory(iKey);
stop

@3
cRedpants: No thanks
cDeath: Your decision Sir
stop

Thanks

Barefoot
#177
Hi

An alternative way to stop charaters being seen when they have been following you and you want them to stop following and dissapear temporarily is to change their view sprite..

The view sprite to use is a small transparent gif which shows nothing, therfore can't be seen.. simply switch views when you want to see them again.. simples..

or maybe use it to become invisible... list is endless..

Just an idea.. no doubt you pros' already know this..

barefoot

#178
Hi there

I was wondering if there was a way to delete an object from a room after use..

I have 2 objects.. The first object is gunpowder. When an inv item interacts with it I make that object invisible and the gunpowder with a fuse object switches on to become visible over it..

When i use another inv (Flint) on it the gunpowder with fuse object displays the wrong text and not the gunpowder with fuse text but the underneath (gunpowder) text.

So, Im wondering if you can have an object deleted from the room after use.

Qikfire





#179
Ive noticed that when i import characters i used in 2.6 that they are smaller!

All characters are set with same size walkable areas...

Qikfire
#180
Hi

ive set up a Region and want to transport my character to another room.

ive just started using the 3.1 version...  obviously its more on scripting then previous issues... Can anyone give me a hint at the script line to go to room 2 after player walks onto region in room 1.

Thanks

Qikfire
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