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Messages - barefoot

#121
Glad you got there in the end.. and thanks Khris   :=
#122
Check that text colour is NOT the same as the GUI colour.

Perhaps make sure its text label has"Bring to front" so its above Gui

barefoot
#123
Cheers Monkey

Yes, I can see what you mean now...  it is now working as I wanted but more to do before I can finally close this case.

Thanks again Monkey

:=

barefoot

#124
Hi

At the moment this is now solved.. If you have some options / hints for better scripting they would be welcomed.

barefoot
#125
Hi

This works up to the point of making object off and adding points but the character fails to move back down screen:

Global
Code: ags

{
  if (keycode == eKey1){ {  // Key 1
   
  cEgo.StopMoving();
  cEgo.SetWalkSpeed(10, 10);
  cEgo.Move(cEgo.x + 0, cEgo.y -176, eNoBlock, eAnywhere);
	
	
}
  if (cEgo.IsCollidingWithObject(object[1])==1 && player.Room==1) {
		
  cEgo.Move(cEgo.x + 0, cEgo.y +176, eNoBlock, eAnywhere);
 object[1].Visible = false;
  Display("10 points.");
  GiveScore(10);
{
 if (object[1].Moving) {
  object[1].StopMoving();


Help/hint still appreciated

barefoot

#126
Hi

I am using a trial game to complete this task and I am having a problem. My character or object may be blocking events for when character collides with the object?

I am having my character jump up the screen via keypress 1 (move using -y  eNoBlock, Anywhere ) to head butt an object that is slowly moving right to left eNoBlock, eAnywhere.
I am having to use Wait(25) before the character then moves (move using +y ) back down the screen. Unfortunately the collision events do not take place when the character collides with the object (dreaded watch!) Think of Sonic the Hedgehog jumping up for Stars...

Code: ags

 object[0].Move(-25, 55, -1, eNoBlock, eAnywhere);


Global
Code: ags

{
  if (keycode == eKey1) {  // Key 1

  cEgo.StopMoving();
  cEgo.SetWalkSpeed(10, 10);
  cEgo.Move(cEgo.x + 0, cEgo.y -176, eNoBlock, eAnywhere);
 Wait(32);
  cEgo.Move(cEgo.x + 0, cEgo.y +176, eBlock, eAnywhere);
  cEgo.StopMoving();
 cEgo.SetWalkSpeed(7, 7);
	
}
}


I also have in Room

Code: ags

 function room_RepExec()
{
  if (cEgo.IsCollidingWithObject(object[0])) {
   object[0].Visible = false;
   Display("10 points.");
   GiveScore(10);
	 
}
}


Is there something i am overlooking or something I should replace/amend?

Grateful for all help

barefoot

#127
Cheers Matti

I'll give it a whirl

:=

barefoot
#128
Cheers Khris

I'll read up about it.

:=

barefoot
#129
Hi

I'm presently looking around to find an answer / solution to this:

is there a way you can store a 'highest score' as in the real gaming machines...  Each time you run the game you see the highest score so far to beat and if you beat it the highest score changes and so on?

Also (while i'm at it):

MODULE: KeyboardMovement v1.02: have heard you can do diagonal (up right + up left keys).. This is what I would like to implement. Have you tried it?

All help / hints appreciated

barefoot


#130

Error 0xFFFFFFFE

Often this error comes up when you have spyware and/or viruses on the PC.

check out:

http://answers.microsoft.com/en-us/windows/forum/windows_7-windows_programs/error-0xfffffffe/f14b3fd8-8765-493e-b3a9-ff905d3b0f0f

hope this is useful.

barefoot

#131
Just create a new GUI with Buttons for save and Load (customise at will or just customise original )..

and script to new GUI buttons

Code: ags

show_save_game_dialog();


Code: ags

show_restore_game_dialog();


Code: ags

QuitGame(1);    // 0 or 1


Apart from that... it works for me...


#132
It depends if your new GUI is visible all the time or if you make it visible at certain times..

Why would it have eModeWait? (baffling)


My code for this is:

Code: ags
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
    {
      gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
    }
    i++;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
  close_save_game_dialog();
}


Mmm.. perhaps elaborate a bit more..

#133
Hi

After making your gui and putting in buttons for save and load:

Maybe you are looking to put in more than is generally required and I may be off course here but i use this with a new GUI with buttons coded:

Code: ags

show_save_game_dialog();


This brings up the Save box..

Its the same for the Load box:

Code: ags
show_restore_game_dialog();


As I said, maybe I'm off course in what you actually want to achieve. Possibly the bit about double entrys? Apart from that do you really need to override AGS Load / Save scripts?

barefoot



#134
Hi

Most of the character sprites i use are around  26 x 90.... This is basically just the character showing ie walking could be up to 50 x 90 full stride.  You can make sprites at other sizes if you want to. .

Obviously with a variety of new characters its best to keep the sizes similar otherwise one could be a giant or tom thumb! There is also a manual scale command for any character. Walkable areas also dictate character sizes as well.

You can have as many animation views of a character as you want. To change the animation view simple change the characters view number.

Hope this helps

barefoot
#135
Title: SHARKY'S 3: The Heist

Storyline:

A 'would be' master criminal (Sharky) has planned the BIG job. He plans to steal $300,000,000 in gold bars from the worlds biggest bank: The Zurich Metro bank!

To help him complete his master plan he  enlist the services of a local team. He has 3 teams to choose from.. Who will you pick for the BIG job???

Overcome CCTV cameras, guards and blinding laser beams!

Can you get to the gold and steal it? Are the guards more incompetent than you and your chosen team?

Think of Oceans 11 meets the Italian job meets the Thomas Crown affair: with a touch of humour :=

Full entertaining background music.

16 bit colour - 320 x 240 resolution.









http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1438

barefoot




#136

QuoteIf you wish, you can use your own custom icon when you build a Windows EXE file. To do this, simply place your icon in your game's folder, and name it USER.ICO. Then, load the editor and save the game.
AGS is only able to build your custom icon if you are running the editor on Windows 2000, XP or Vista. If you're using Windows 98 then your game will be built with the standard AGS icon.

NOTE: The icon must be a proper Windows .ICO file, not just a renamed BMP file. Icon editors, such as AX-Icons from http://www.axialis.com, will convert it for you.

You can also have a custom icon for the Setup program generated. To do so, create your icon as above but name it setup.ico in the game folder.


#137
Hi

simply put in the text display delay code where you want it to happen and then return delay code once finished..

Eg:  

Game.TextReadingSpeed = 7;

This sets the text reading speed to half the default, which will leave speech on-screen for twice as long as usual.


barefoot

#138
Hi Khris

I am doing a similar thing as your code. Mine is based on an object which is visible and by clicking a button will advance that object to the next object: 0 to 1, 1 to 2, cycling from 0 to 3 and back to 0.

Even so, the script for changing the graphic (as per manual) is a good one. But i did want one button that by clicking scrolls through the view one graphic at a time.

I can understand what you have put and the Manual info which I could incorporate.

thanks again

barefoot









#139
Hi

I have looked but have not yet found any answer to what I am trying to achieve.

There is one view of numbers 0-9 (View Name: Numbers)

0 is the view frame (object) that shows first (it does NOT animate).

Each time you press a button it forwards one frame of the loop of its current loop frame...

eg:  0 showing, click button goes to 1 click button again goes to 2 etc etc

You basically have to set 5 numbers correctly ie 87563

I will keep looking but hope help is at hand to help me configure this.

I know this can be done using plain objects which is a workaround but that means endless scripting. I would like to find Loop Frame +1 sort of advance script.

cheers

barefoot




#140
Cheers Khris

I did not come across that thread, my search terms did not bring that one up.

I will add it to the script.

Thanks again

barefoot
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