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Messages - barefoot

#221
Hi

there is no Setup file included!

barefoot
#222
Hi

Just redone code.. I should of guessed it was that..

cheers Khris

barefoot
#223
Hi Khris

I'll give that a whirl at some point

cheers

barefoot
#224
Hi

yes, should be:

DELAY specifies the 'shakiness' of the shake. 2 is the lowest you can pass for this, and will create the most shaky screen.

Bool true/false seems the way..

Anyhow, thanks a lot TomatosInTheHead

barefoot
#225
Hi

When the player gets to a certain point I want to stop ShakeScreenBackground (which is in Rep Exe).. I have tried ShakeScreenBackground=false and also tried setting ShakeScreenBackground (4, 10, 0);
so it's length is 0 but to no avail..

It is set to happen after main player uses inventory and runs to point B where another character appears. An object stops animating up and down (thats ok) and then  ShakeScreenBackground supposed to stop. Afterwhich a dialog opens (thats ok)..

It mainly because it makes dialog harder to read when shake screening..

Here is my code from when an object stops animation (ok to this point)

Code: ags


// This bit runs ok
 
 object[0].StopAnimating();

// Problem (says invalid perimeter)

 ShakeScreenBackground (-2, 1, 0); 

 //  Runs ok from here

 object[1].SetView(15);
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
 cwizard.SayAt(60, 66, 200,"That is my doing Magrid. I'm going to toy with you before you meet your doom!! I have a question for you!!!");
 object[1].SetView(15);
 cwizard2.FaceLocation(282, 144);

 cwizard2.Say("Eh!!");
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);

 cwizard.SayAt(60, 66, 230,"So, you've overcome my pressing contraption! Answer me this is you want to take a step closer to me Magrid! Get it wrong and I will send you back!!!");
 object[1].SetView(15);
 cwizard2.Say("Back???!! What is it you ask?");
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);

 cwizard.SayAt(60,66,230,"You are in a cold house in the winter. It is dark. You have one match. There is a candle and there is a wood burning stove. Which do you light first?");
 object[1].SetView(15);

  dquestion1.Start();


Any hints...

barefoot

#226
Hi

This is not a die hard question but i would like to find out if it is possible to have like a SayAt when character speaks in a dialog option. as below. At the moment it all works ok but the say text is a bit off with the text preceeding the dialog starting. Object 1 is spoken by cwizard with the SayAt option so it has a position.

Maybe a SpeechOffsetX and SpeechOffsetY value or similar display options would be good in future editions.

Code: ags
@1
wizard2:Candle
   object[1].SetView(15);
   object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
wizard: Wrong! Prepare to be sent back Magrid!
    object[1].SetView(15);
    object[1].Visible = false;
    cwizard2.ChangeRoom(22,207,135);


barefoot


#227
Hi

would you believe it... I've just had to implement Monkey's script.. and yes, it works a treat... hip hooray..

cheers again monkey..

:=

barefoot
#228
Cheers Monkey

It's done now but I'll try that at some point...and for the future..

many thanks

:=

barefoot
#229
1: Check the font colour for the label text is not same colour as GUI.

2: Check label is enabled visible.

3: Hold mouse over Hotspot/object in room, does it show any text at all for the label?

4: Are you sure you entered  @OVERHOTSPOT@ (exactly) where it says Text in the labels events panel on the right?

If you still can't get the label to show you should spend some time reading the manual about Labels and GUI's.

Once you get an idea how things work it does get easier.. though not always simple and questions will always arise.

Khris and Sephiroth  have also explained to you about this.


barefoot







#230
Hi

To get around the problem I disabled the walkable area where the said region was when player returns.. Sneaked another region on the other walkable area where player never goes to unless he returns back to that room and it works fine this way..

barefoot


#231
Hi

I know that Manually Set Region properties is something that may be implemented some time in the near future but i wonder if there is a present work-around for this scenario:

The player is sent back to an earlier room. In that earlier room is a region where events happen... when sent back I have to disable the region to stop events happening.  This all works fine...

I know about region[3].LightLevel = 40; but the region has to be on..

It would be nice if we could draw a region on top of another and disable/enable at will.

The bug bear is the lighting.... any thoughts / ideas?

cheers

barefoot




#232
QuoteThen make the player start at y coord -1

Great idea Khris   :=

barefoot





#233
If you are going to use like an invisible character as your main character you have to make its views for walk / talk (in this case invisible sprite images) and put the view numbers in the characters properties panel or else select player not in room for each room, possibly... depending on what happens in each room. Make sure that this invisible character is the main character.

The cup is default unless you assign a view you've made..

barefoot
#234
Hi

i am in the process of labelling as we speak..  Apart from making the Gui being visible I also added Label8.Enabled=true; in room where you want it to start in, use before room fade in (amend Label8 to your Label name.)

If it still fails to show I suggest you go over the manual. especially about GUI's and Labels in this inst.. and check posts on these forums..

barefoot
#235
Game loops are 40 frames a second...

I meant 40 game loops per second..

barefoot
#236
Quote from: Melee Island Resident on Wed 20/04/2011 17:08:16
Quote from: amanta4ray on Tue 19/04/2011 23:51:39
The easiest way to do this would be to create a gui and add a label to it.  In the text of the label add @OVERHOTSPOT@. This will put text over every hotspot, character and object in the game.  

Make sure to set your gui color to 0 and border color to 0 (this will make it invisible, but the words will still show on the label.)

          Hope this helps.... :)

Works wonders for me!!
how do i put the GUI into effect?

Open up a Gui from the Gui tree on the right... (Choose the Gui you want to add label to).
Add Gui Label (icon at the top of window - has mouse over descriptions) and add to the Gui (drag and size).
On the Label Property's panel type: @OVERHOTSPOT@ where it says Text..  (Include the @.)

Make sure each Hotspot/Object has a descriptive term in it's property'e panel.

Check out 'Labels' in the manual's index.

Hopefully this will help you..

barefoot


#237
Critics' Lounge / Re: Another background
Wed 20/04/2011 10:21:19
I'm no expert but I think it looks a lot better then first attempt  now you have some more textures :=


barefoot

#238
Hi

I think using a label with @OVERHOTSPOT@ can be much more useful than Mouse over in most cases.. as long as it has a basic description..

:=

barefoot
#239
Critics' Lounge / Re: Another background
Tue 19/04/2011 17:47:59
Looks quite good..

The grey ground i think should have a texture of ground of some kind and hopefully that waterfall will be animated... but it needs to go somewhere, maybe a pool, and not just hit the ground as in your image.. perhaps all the grey could be a lake/river?

Good for first background..  :=

barefoot
#240
Hints & Tips / Re: The Secret of Garbh Eileach
Sun 17/04/2011 06:03:14
Hi

you need ALL 6 secret keys before it auto walks at the attic stairs...

barefoot
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