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Messages - barefoot

#141
Hi

I am trying to amend the Interact cursor from selecting a particular inventory Item and having just the Look mode which opens a gui (or also have the interaction cursor do the same as the Look Inventory)..

This code simply makes the cursor disappear.

Code: ags

mouse.DisableMode(eModeInteract);


And this does about the same:

Code: ags
mouse.ChangeModeView(eModeLookat, 1);


Can you help please

barefoot



#142
AGS Games in Production / Re: * SHARKEYS 3
Sat 28/05/2011 20:39:56
New screenshot







#143
AGS Games in Production / Re: * SHARKEY'S 3
Fri 27/05/2011 05:19:14
Hi Khris

I had already amended a few so-called typos....Thank for your  noticing and your comments.. I really must get the English right... apart from that thanks..

The 'difficulty' variables you mentioned in a previous topic works well within this game.

vertigoaddict: More like Ocean 11 meets the Lavender Hill Mob  ;)

cheers

barefoot


#144
AGS Games in Production / Re: * Sharky's 3
Thu 26/05/2011 19:27:51
Want my glasses Dualnames... :=

Made title bigger..




#145
AGS Games in Production / * SHARKEYS 3
Thu 26/05/2011 19:06:44
Hi

Sharkys 3

You are a Sharky, a 2-bit gangster with very high hopes. You plan to steal $300,000,000 from the Zurich Metro bank..

To help with the BIG job you hire a team. There are 3 teams to choose from, which team do you pick?

Can you penetrate the bank and get to the vault, open it and steal the $300,000,000.

Overcome armed security guards, CCTVS, blinding laser beam security and get to actually open the vault!!

This game is based on 3 levels of difficulty. As your team progresses the solutions become harder to solve.

This game is 16 bit colour and 320 x 240 resolution.







Above pictures under further adjustments where required.

Story: 100%
BG's: 20%
Puzzles:10%
Music/Sound: 0%





#146
If you want to make your own custom quit GUI so that you can edit parts of it, create one and use it- the quit button of such a selfmade GUI would then call QuitGame(0) in order to quit the game without using the build in "quit the game (yes/no)" message.

I use this myself from a Quit button which brings up the Do you want to quit gui which iv'e customised.

See also:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38466.0


#147
Cheers Khris

I have figured out quite a lot of stuff and configuring it lately.. learning bits here and there...

I have made a button on a gui with access to the control panel and it works, it was just the repositioning and yes, your reply has been implemented and now works as it should  :D

Unfortunately a large cake has to be eaten in more than one bite...  slow but sure...

I want to thank you again for knocking variables into me... especially for your last posts to me..

PS: I'm buying a c book to study... A book's easier for me read with my goggles on..

:=

cheers Khris

barefoot



#148
Hi guys

I am trying to reposition the control panel but it refuses to go lower and the top of it is being blocked by another small gui... is the CP able to be repositioned?

cheers

barefoot
#149
Hi

Just on case you messed up here is the original script.

The gIconbar ? (image) events button is btnIconAbout.. when you click it:

Code: ags

gPanel.Visible=true;
  gIconbar.Visible=false;
  mouse.UseModeGraphic(eModePointer);


barefoot
#150
Yes, if you have set it as invisible..

barefoot
#151
Hi

I'm assuming you are not customising the gIconbar and are using it normally.

if you have not touched any scripting and the gIconbar is visible then you should only have to click on the ? button on the right of the gIconbar, else press Escape key to bring it up.

You don't normally have to touch anything.

Not sure what else it could it be..

barefoot

#152
Hi Khris

Yes, i just had to get my mind around it.

Iv'e adjusted your code to suit what is required.

I thank you again for getting me off to a great start.

:=

barefoot


#153
Hi Khris

fantastic.. works a treat.. magic.. many thanks.. what ever button they choose determines text displayed on label in next room.

i just need to determine which text the label says as I assume its 1 label with text depending on which button pressed.. if you know what i mean?

its bothersome to do if label says this /this/this etc

cheers again

barefoot

#154
Hi

I have 3 labels that control gameplay...Mode 1: easy, Mode 2: hard and Mode 3: very hard.

The user picks a Mode and the room changes to the next room with the appropriate Mode showing on a label and game play based on whichever label is showing.

IE Label 1=Mode 1 (easy),  Label 2=Mode 2 (hard), Label 3= Mode 3 (very hard)

I understand that i have I have to use global variables to determine which label is displayed from the mode the user chose in room 1?

I can control the commands (by which label is visible) once it's known which label mode the user selected in the first room.

Hope this is easy to understand and that you can help me in the right direction.

barefoot











#155
Cheers Khris and Sephiroth

May i assume that i can script cNPC1  cNPC2  etc as their names?

eg

cNPC1.Say("");

cNPC2.Walk();

etc etc

thanks again

:=

bareoot
#156
Cheers

I will have a go at that..

:=

barefoot
#157
Hi

thanks for that Sepiroth

it is the npc'c that get chosen and sent to the next room first. The main player goes only once the 3 have been selected (they meet up in an old warehouse).

Of course without knowing which npc was chosen may be awkward and may involve multiple scripting for each npc (if char / else if char/ etc etc}

I could have no faces on gui's and just choose 3 chars for the next room, would defeat the issue but may work if in say to them about changing their names to protect giving away their true identity.. mad i know..

This may be a something that is not really feasible an other options may have to be looked at.

cheers

barefoot

#158
Hi Khris

I've got the first bit working up to where you display 'You can only hire three players' after you have selected 3...

barefoot

#159
Hi Khris

What I have so far:

The actual npc's are in the first room hidden behind walkbenhind.

There are photos and details of each person on separate GUI'S (looks like tabs) each with a button: hire which changes to hired if you click the hire button.

When a hire button is pressed the npc goes to the next room (you don't see it).
This repeats until you have 3 members and then you the player goes to the next room.

I was trying to figure out a way where you would know who was chosen so you could control that person ie walk, talk, interact etc.

Having any selection as hiredA  hiredB  hiredC seems a good way to go i suppose.

At the moment the player can't change his mind about the team he has hired.

I will look over the code you provided.

cheers Khris

barefoot




#160
Hi

well, so far so good.. iv'e managed to get any player selected (hired) to go to the next room. only 3 are allowed.

This is where i need to check what hired players are in the room... obviously this is needed for commands like say, walk, view etc etc  I need a way to check who's in the room besides the main player.

barefoot
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