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

Topics - barefoot

#61
`Hi

Sometimes the below script (rain/snow plugin) errors giving the Wait command as the error...

Sometimes it does not error at all and carry's on as it should..

This must surely be a bug somehow else it would either run all the time or error all the time..

Code: ags

ShakeScreenBackground (4, 10, 80);
  Wait(1);
  srSetSnowDriftRange(20, 80);
  srSetSnowDriftSpeed(20, 80);
  srSetSnowFallSpeed(50, 200);
  srChangeSnowAmount(50);
  srSetSnowBaseline(100, 200);
  srSetSnowTransparency(4, 50);
  srSetSnowView(0,              0,              51,       0);  
  srSetSnowView(1,              0,              73,       0);                          

  Wait(100);
     
  srSetSnowView(0,              0,              51,       0);  
   
  srSetSnowAmount(0);
  
  Display("The chunks of frozen ice miss you by inches!");
  


Scratching my head..

barefoot



#62
Hi

I have used the rain/snow plugin for a scene which works as it should normally. However, I want to change it's view to large chunks of ice so I changed it's view and have added a ShakeScreenBackground to enhance the new view..

In the normal view it is view 51 and in the chunks of ice it is view 73.. But it won't go as I hoped it would even changing  srSetSnowAmount(0); before the change so I set a Wait but it still won't act as I wish it would.. Has anyone got any pointers that will make this work without getting a dreadful error message?

Both view are ok.

Code: ags

  srSetSnowDriftRange(20, 80);
  srSetSnowDriftSpeed(20, 80);
  srSetSnowFallSpeed(50, 200);
  srChangeSnowAmount(120);
  srSetSnowBaseline(150, 200);
  srSetSnowTransparency(50, 60);
  srSetSnowDefaultView(51, 0); //view=3; loop=0;
  srSetSnowWindSpeed(35);
  srSetSnowAmount(400);


Code: ags

 
  ShakeScreenBackground (4, 10, 80);
  srSetSnowDriftRange(20, 80);
  srSetSnowDriftSpeed(20, 80);
  srSetSnowFallSpeed(50, 200);
  srChangeSnowAmount(120);
  srSetSnowBaseline(150, 200);
  srSetSnowTransparency(50, 60);
  srSetSnowDefaultView(73, 0); //view=3; loop=0;
  srSetSnowWindSpeed(35);
  srSetSnowAmount(400);


Is it this lot that needs amending and then incorporating into the script:

Code: ags

//===========kind_id===event(always 0)===== view ==== loop ===
		srSetSnowView(0,              0,              4,       0);
		srSetSnowView(1,              0,              4,       1);
		srSetSnowView(3,              0,              3,       1);
		//Note: kind_id number 2 use default view in that case.



I get this error with this:

Code: ags

  ShakeScreenBackground (4, 10, 80);
  srSetSnowView(1,              0,              73,       0);






cheers

barefoot

#63
Hi

This is not a big issue but an issue nonetheless.

On the last 2 Rooms of my game so far, the Room Description does NOT go into character Room drop down start options.

When you click the Room list for a character to start in you only get the Room number and not the Description..

I note that if you delete the Description, restart ags, re enter the description , re start ags it goes into the drop down list...

Any ideas as to why?

cheers

barefoot

#64
Hi

I'm doing a snow scene and wondered if someone knew if you can use the Tint Character settings to have him as whitish or by some other method besides redrawing?

cheers

barefoot
#65
Hi

UPDATE:
I Deleted the Room and created a new one and reset everything and it's now how it should be.. strange happenings indeed..

--------------------------------------------------------

An object changes view with animation in a scene but when the game runs its colours (object) reduce like 8 bit... It looks fine in View..

I'm stumped as to why.. I have re imported frames but still the same..

I have used this after fadein:

Code: ags

  ogypsy.SetView(50);
  ogypsy.Animate(0, 10,  eRepeat, eNoBlock);
  cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
  cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
 ogypsy.Animate(0, 10,  eRepeat, eNoBlock);



I then added an identical object and gone that way.. still the same..

Code: ags

object[0].Visible = false;
 object[2].Visible = true;
 ogypsy2.SetView(50);
 ogypsy2.Animate(0, 10,  eRepeat, eNoBlock);
 cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
 cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
 ogypsy2.SetView(50)


I've just discovered this happens to any view you change the object to!!

any ideas as to why this may happen?

cheers

barefoot
#66
Hi

The  Hamresanden Chronicles: The Rising

New characters and animations which is set in an ancient magical time.

You also have your pet Owl who will fly in to help you should you need help at any time..

STORYLINE:

In a time when man first walked the earth they said giants ruled with blood and pain over all creatures and that one such giant, Asgrim, became ruler over all things and much blood was spilt during his reign of utter terror.

Blessed by the ancient God of mischief, Loki, he was given powerful magic beyond imagination and taken to Neverworld and turned into a half man.

Sage's gathered in future years to discuss finding a way to stop this evil Wizard Warlord should he ever return.

They discovered he obtains his power through the light of the lunar moon and only 6 sacred prisms could stop him.

Now Asgrim has found a way back and has only one intent:  to acquire the 6 prisms and regain his full power's!!

You are Magrid, a powerful royal wizard, and you have to find 6 prisms to stop Asgrim (the evil Red Wizard) from wrecking havoc by taking over the earth through blood, violance and tyranny.

Face a Troll, Ride on a giant Dragonfly, face a fiery Dragon, fighting Skeletons, Destroy a Medusa type creature and much more as you travel to find the 6 sacred prisms that can stop Asgrim.

Start off with Royal Wizard Magrid reading a letter from the King


Up against a Troll who wants you for lunch!


The Twilight world - Can you obtain the prism?


Confronted by Ice man Akozos


Confronted by Kanipus!


The snow creature spots you!


Have your fortune read!



UPDATE: March 27th 2011:

STORY: 99%
PUZZLES: 99%
SCENES: 99%
SOUND and MUSIC: 90%
16 bit 640 x 480

This game is being beta tested March 2011

Release date: April 2011

barefoot




#67
Hi

UPDATE: Iv'e just noticed that somehow show player character in room is false!!!! Very strange..I'm going to try it now... It works fine now... Fact is stranger then fiction, they say..


Id'e like to ask a logical question...  if my character does not appear in the next room and the walk icon has gone in that Room as well, what are the possible causes as to why?

i have stripped all the code away for the character to nothing so you are only able to walk across the screen and then when he lands on a region he goes to the next Room, which he does. So this can't surely be a script error?

However, once in the next Room the character cannot be seen and the walk icon has gone..

There is a walkable area in the right place for the character. There are no walkbehinds and no scripts..

I am puzzled as to why..

I am not asking for any script just the possibilities so I can amend and adjust.
My script is saved in notepad.

Meanwhile, i will keep looking.

cheers

barefoot

#68
Hi

Sorry guys,

Something in the below script is not acting as is planned. Its from the Global script for when an inventory item is clicked on the player (cwizard)..

The part that's giving me gyp is when the book or horn are used in room 6 on the player.
It runs as normal but at the end of that particular piece of script it carries on as if player is in room 9.. (about using the the mirror)

Obviously conditions need to apply depending on what room the player is in when using inventory items on himself.

I know its a conditional thing and i have tried amending but have as yet not found the solution. I shall study it again but in the meantime if anyone can advice i would be greatfull.

I hope i have included enough info and that you'll excuse me.

Code: ags


function cwizard_UseInv()
   
{    
  if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ihorn){ 
  
  player.ActiveInventory=null;
  cwizard.LoseInventory(ihorn);
  player.FaceObject(object[3]);
  Display("You take out your magic Horn and blow with all of your might! The wailing banshee sound is unbelievably wailing so you close your ears.");
  aBird.Play();
  object[3].Move(20, 13, -1, eBlock, eAnywhere);
  object[3].Visible = false;  
  aBird.Stop();
  cwizard.Say("Good job brought my horn along!");
  cwizard.Say("I need to get that prism!");
  cwizard.Clickable=0;
  
} 

 else if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ibook && !player.HasInventory(imirror)) {[/b]
   
   player.ActiveInventory=null;
   cwizard.LoseInventory(ibook);
   player.FaceObject(object[3]);
   cwizard.Say("Now let me see. Ah, here's a spell of bat calling. If there is one thing a great Macaba bird is frieghtened of it's a bat!!");
   Display("You utter a few magic words");
   cwizard.Say("O magi karindo marlon ellami!");
   cwizard.AddInventory(ibook);
   object[4].Visible = true;
   aBird2.Play();
   object[4].Move(498, 76, -1, eNoBlock, eAnywhere);
   object[3].Move(20, 13, -1, eNoBlock, eAnywhere);
   object[4].Move(20, 20, -1, eBlock, eAnywhere);
   object[4].Visible = false;
   object[3].Visible = false;
   Display("The Macaba bird flys off in distress!");
   aBird2.Stop();
   cwizard.Say("Now to get that prism!");
   cwizard.Say("I need to get it down from that high branch!");
  
   
   
 }
  else if (HasPlayerBeenInRoom(7)&& player.ActiveInventory==ibook && player.HasInventory(imirror)) {
   
   
   Display("You don't need anything from your magic spell book just now");
  
  
    }

  else if (HasPlayerBeenInRoom(7)&& player.ActiveInventory==ibook && !player.HasInventory(imirror)) {
   
   
   Display("You may need to cast a spell on something else!");
  
  }

  else if (HasPlayerBeenInRoom(8)&&  player.FaceLocation(30, 307)&& player.ActiveInventory==imirror && player.HasInventory(imirror)) {
  
  SetTimer(1, 0);
    
    }
    
     cwizard.ChangeView(35);
     Display("You take out the mirror so you can see as you walk backwards towards the statues.");
     Display("You hope it's right what is said about using a mirror against such an diabolical creature!!");
     caliska.SayAt(350, 100, 270, "Come closer. Look into my eyes. Look deep deep into my eyes.");
     cwizard.Walk(459,213, eBlock); 
     Display("You manage through the mirror to stop at the Urn of Osisi and grab the prism");
     cwizard.AddInventory(iblueprism);
     
     GiveScore(1);
     SetGlobalInt (1, 100);
     
     cwizard.Say("Got it! Now to try and sort that creature out!");
     cwizard.Say("Hopefully my magical Staff will stop that monster and banish it to the burning fires of hell!!!");
     Display("You get out your magical Staff and bang it on the ground");
     cwizard.ChangeView(37);
     cwizard.Animate(0, 5);
     cwizard.ChangeView(3);
     object[8].Visible = true;
    
     Wait(70);
     
     caliska.SayAt(350, 100, 270, "Aghhhhhhhhhhh.");
     object[8].Visible = false;
     object[0].Move(490, 352, 8, eBlock, eAnywhere);
     cwizard.Say("It's gone back to hell! That should relieve the folk of Latvik!");
     Display("You shout to the village folk that the monster has gone. They sing with rejoice!");
     cwizard.Say("Now, I really must get to another prism. I remember someone saying that had seen a sage at the Narvik staits");
     Display("You head off to the Narvik staits");
     cwizard.IgnoreWalkbehinds = 1;
     RemoveWalkableArea(2);
     cwizard.Walk(620, 244, eBlock, eAnywhere);
}   


cheers

barefoot



#69
Hi

I'm trying to put some script together that checks if you have spoken to another character.

A bool where you could check true of false...

I did do a bool some time ago with the help from khris... but i need it to refer to something else and can't seem to find the right way of putting it in. I know the basics.

The boolean checks if you (cwizard) have spoken to a character (cbjork) so that when you talk to another character (cbergthora) what you say is determined by wheather the boolean is true or false..

I will check out booleans more..

All help/support appreciated

barefoot


#70
Hi

I'de like to clear one major point...

what i generally want to know is the causes of the DoDialog options turned off error... I seem to be getting it... If I know some possible reason i can check.

Can GUI's, even though switched invisible cause Dialog problems?

cheers

barefoot
#71
Hi

I have the following script. What changes would I need for the object to fade in  a bit quicker?

Also I believe there may be a plugin for this type of thing.. Fading an object out is no problem.


Code: ags

function region1_WalksOnto()
{
  cwizard.ChangeView(28);
  Wait(2);
  cwizard.ChangeView(29);
  Display("You gaze into the oasis and notice its tranqulity. Thoughts become clearer the mind becomes pure. An image begins to appear");

  int trans = object[0].Transparency;
  while (trans < 100) {
  trans++;
  object[0].Transparency=100-trans;
  Wait(1);

}

  object[0].Visible = true;
  obluesage.SetView(30);
  obluesage.Animate(0, 5,  eRepeat, eNoBlock);
  cEgo.SayAt(395, 20, 250, "Magrid. I am Kazziba an anxient sage. I am appearing to you in a vision. We pray everyday for you. Be strong.");
  obluesage.SetView(30, 0, 0);
}


Cheers

barefoot


#72
Hi

UPDATE: I've searched around again and used this and it works..

Code: ags

function room_RepExec()
{
  if (obird.Visible)
  obird.Animate(0, 5, eRepeat, eNoBlock);
}



For some reason my object (obird) will not animate as it flys off, i get an undefind error that says that obird is undefined taken.  I know that with characters the move command slides rather then walks...  what would be best to use?

Its this bit  
Code: ags
obird.Animate(0, 5, eRepeat, eNoBlock);
 
that is causing the problem.
It runs ok elsewhere in the scene like going on to  a region makes it animate.

Code: ags

function cwizard_UseInv()
   
{    
 if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ihorn) {
  cwizard.LoseInventory(ihorn);
  player.FaceObject(object[3]);
  Display("You take out your magic Horn and give along blast. The wailing banshee sound is unbelievably wailing so you close your ears and it scares the bird and it fly's off.");
  aBird.Play();
  obird.Animate(0, 5, eRepeat, eNoBlock);
  object[3].Move(20, 13, 1, eBlock, eAnywhere);
  object[3].Visible = false;  
  aBird.Stop();
  cwizard.Say("Good job I brought my horn along!");
  cwizard.Say("I need to get that prism!");
}

 else Display("I can't use that!");
}


All help appreciated

cheers

barefoot



#73

Hi

I've changed my character view so he is in a canoe..I have made the animating view and included this in the script below, yet he simply glides across without animating (rowing). The animating view itself is perfect.

The new view only lasts about 3 seconds and then he returns to his normal view.

Code: ags

function region1_WalksOnto()
{
  
  RestoreWalkableArea(2);
  cwizard.Say("I need to get across the river, that man may be a sage!");
  Display("You get in your canoe and oar your way across the Great River");
  cwizard.ChangeView(24);
  cwizard.Walk(518, 186, eBlock);

}


I don't normally have this problem...

cheers

barefoot

.
#74
Hi

I have a little dilema as the subject title suggests.

I walked through an object (the well. I have several animated objects that work fine) so i adjusted the wells  y baseline and worked fine. Now it ignores a walkbehind!

If I set the object (well) baseline to false as the other objects then I can't click on it.



Have tried setting characters baseline but then it ignores walkbehind..

Any thoughts?

cheers

barefoot



#75
Hi

I am making a new Inventory Window and have looked for the following problem i am having:

The graphics I use are fine and the Inv Window, Look and Select buttons for the Inventory GUI all  work as they should except the Arrows.

I have a imported my own images for the Arrows and have set their button scripts like the Scroll down below and have in Events used 'RunScript'. Somehow it fails to works, naturally it is the same for the ScrollUp Arrow.. (I checked with original Inv Window and it looks fine from what I can tell).

Inv Window is set: Left 0 Top 377 and is 104 x 640 Button Name: btnInvDown2

I have put a few Inventory Items in while testing.

Z Order is 0.  I don't know if anything could be blocking it or weather i'm missing something?

Code: ags

function btnInvDown2_OnClick(GUIControl *control, MouseButton button)
{

  invCustomInv.ScrollDown();
}


I'm not sure what else I can say/show.

Thank you for any help if you can see / help with this problem

barefoot




#76
Hi

for some reason my dialog gui now appears as this:



Not really sure what's happened. It was ok so am a bit flabbergasted as to why it now appears..

I'm sure it's just a miss setting somewhere...

Use GUI for Dialog  option set to 0

If you can see/tell the error i would be grateful

barefoot



#77
Hi,

my issue is about only running each ran once.. naturally ran 1 solves itself..  I have tried implementing DoOnceOnly but with no luck... Is there a way to disable a ran from the options as in option-off?


Code: ags

function room_RepExec()
{


     if (IsTimerExpired(1) == 1) {
     int ran=Random(2);
     
    if (ran == 0) {
      
     cuncle.Say("Er, um 1765");
     Display("You enter in the date");
     cSlocombe.Say("Nothing's happening");
     cuncle.Say("Let me think");
     SetTimer(1, 80); 

 }
     else if (ran == 1) {
     cuncle.Say("Er, um 1789");
     Display("You enter in the date");
     cSlocombe.Say("It's worked!!");
     object[0].Move(-282, 282, 1, eNoBlock, eAnywhere);
     object[1].Move(620, 282, 1, eNoBlock, eAnywhere);
     cuncle.FaceLocation(214, 70);
     RestoreWalkableArea(1);
    SetTimer(1, 0);

}
     

    else if (ran == 2) {
      
    cuncle.Say("Er, um 1799");
    cSlocombe.Say("Nothing's happening");
    cuncle.Say("Let me think");
    SetTimer(1, 80); 
   
}
    
}
}


cheers

barefoot



#78
Hi

my custom Inventory GUI has 4 items per row showing.  If you use all the items from 1 row you get a space and have to down arrow to the next row. My question: is there away to make the next row jump up to the top as it were instead of having a blank row and scrolling down?

Spacing is 30 high and 50 wide.

As you can see, its not full size...

Here it is:



cheers

barefoot




#79
Hi

I'm puzzled why a button on a GUI sometimes does not show! I have a number of buttons but a particular one sometimes does not show at other times it does show.

I'm have put the button in 'front'

Any thoughts?

cheers

barefoot
#80
Hi

UPDATE: Put my code in room_RepExec and seems to work ok now..

----------------

I must be going Gaga.. I'm having problems with this when walking on region(is standing on) and objects become visible. The objects do become visible and are correctly named and activated by inventory on hotspot.

Code: ags

function region8_WalksOnto()
{
   if (okeyhole1.Visible && okeyhole2.Visible && okeyhole3.Visible && okeyhole4.Visible && okeyhole5.Visible && okeyhole6.Visible)
{

  object[6].Move(593, 373, 4, eBlock, eAnywhere);
  cSlocombe.Say("A false wall!!");
 cSlocombe.ChangeRoom(16);
}
}


or a better way to check?

I got it kind of working but needs tweeking! Char does not Walk...you  have to walk to region! would like him to eblock walk.

Code: ags

{
   if (okeyhole1.Visible && okeyhole2.Visible && okeyhole3.Visible && okeyhole4.Visible && okeyhole5.Visible && okeyhole6.Visible)
{

  object[6].Move(593, 373, 4, eBlock, eAnywhere);
  cSlocombe.Say("A false wall!!");
 cSlocombe.Walk(434, 363, eBlock);
   cSlocombe.ChangeRoom(16);

}
}



cheers

barefoot


SMF spam blocked by CleanTalk