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Messages - barefoot

#361
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



#362
Hi Khris

point taken and no offence taken either.

I think the thing is is that I spend hours doing something only to find later on a better way of doing it.. such is life..

And I do intend to keep making games and with each one improve on my skills and gameplay.. So don't leave these forums   ;)

cheers again Khris...

barefoot
#363
Hi Khris

I'm trying to soak up the programming code language (syntax and stuff)..  perhaps I should spend much more time reading up about how to use and implement it? But you are right of course, so I will scourer wherever to learn it more.. until then... thanks..

Of course if we all knew it very well we would not need any help, but alas, I am but a mere aged mortal  :=

cheers

barefoot

#364
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



#365
Hi Khris

you know me, I have to find a solution one way or another... and I thank you for your help past and present.. I have come across another issue in my latest topic posted....

cheers

barefoot





#366
Hi

Simply Added ID for each inventory item added and now it works a treat and shows 2 rows:

Code: ags

cmorgam.AddInventory(item,int);


barefoot


#367
Hi Khris

I'm simply using this command for removing items:

Code: ags
cmorgam.AddInventory(item);


Would i need to also use each items ID (inv number) ?

Code: ags
cmorgam.AddInventory(item,int);


Just a thought

cheer

barefoot
#368
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




#369
Quote from: Dualnames on Sun 13/02/2011 11:12:25
There's a magnifier module by monkey_05_06. It may be awesomely awesome to use.

Sounds interesting Dualnames..

barefoot
#370
Hi

As far as I know you can't zoom within a GUI so I guess you have to use other options.

You could make a bigger replica object that becomes visible as if zoomed in when you click the object. Again, reverse action when finished.

If there is a better way I'm sure someone here will let you know.

barefoot

#371
Hi

cheers monkey

It appears, on checking, that when I made and deleted some buttons on the GUI it altered the button numbers... anyhow, I have gone over it and made the new adjustments and it seems to be working fine now.. :=

Code: ags

function Button15_OnClick(GUIControl *control, MouseButton button)
{    
      if (cSlocombe.View==4)
{

 gdiary6.Visible=false;
 gInventory.Visible=true; 
  
}
   
    else if (cSlocombe.View==11)
{
   Display("You fall into a dream state. You can't believe what you have read!");
   cSlocombe.ChangeRoom(5, 584,141); 
   gdiary6.Visible=false;
   gInventory.Visible=true;
}
}



I shall have to watch out for this in future!

Thanks

barefoot


#372
Hi
New screenshot:




barefoot
#373
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
#374
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


#375
Just seen your reply Iceboty

cheers

barefoot
#376
Hi

I am trying this:

Code: ags

function room_AfterFadeIn()
{
 if (Game.DoOnceOnly("found ruler"))

     if (player.HasInventory(ikey1) && player.HasInventory(ikey2))
  {

     cSlocombe.FaceLocation(188, 270);
     cFrankj.FaceCharacter(cSlocombe);
     cSlocombe.Say( "Hey uncle. I've found 2 Key pieces!!");
     cFrankj.Say("That's absolutely splendid my dear boy!");     
     cSlocombe.Say("And I've fixed the water");
     cFrankj.Say("You're a marvel Morgan");
     cSlocombe.Say("Oh, and the electrics are working now");
     cFrankj.Say("Jolly good");
     cFrankj.Say("Let me know when you have found more Key pieces. I'm really tired today!");
     cFrankj.Say("I'm going back to bed");
     cSlocombe.Say("Ok uncle");
     cFrankj.Walk(532, 140, eBlock);
     cFrankj.Transparency=100;
     cSlocombe.Say("Well, guess I should look around in the house some more");
  
    } 
}


barefoot

#377
Hi

after my character walks on a region talking starts if he has correct inventory items. When talking is over the character continues.

my problem is i don't want it repeated every time he steps on the region, but if i disable the region it affects the light level, although only a few pixels its annoying.. How can I incorporate a Do Only One so talking is not repeated?

This i s what I have at the moment:

Code: ags

function region2_WalksOnto()
{
     if (player.HasInventory(ikey1) && player.HasInventory(ikey2))
  {
     cSlocombe.FaceLocation(188, 270);
     cFrankj.FaceCharacter(cSlocombe);
     cSlocombe.Say( "Hey uncle. I've found 2 Key pieces!!");
     cFrankj.Say("That's absolutely splendid my dear boy!");
     cSlocombe.Say("And I've fixed the water");
     cFrankj.Say("You're a marvel Morgan");
     cSlocombe.Say("Oh, and the electrics are working now");
     cFrankj.Say("Jolly good");
     cFrankj.Say("Let me know when you have found more Key pieces. I'm really tired today!");
     cFrankj.Say("I'm going back to bed");
     cSlocombe.Say("Ok uncle");
     cFrankj.Walk(532, 140, eBlock);
     cFrankj.Transparency=100;
     cSlocombe.Say("Well, guess I should look around in the house some more");
  
     region[2].Enabled = false;
     region[3].Enabled = true;
     } 
}


cheers for any help

barefoot





#378
Nosebleed and nausea... ::)

great... cheers guys...   :=

barefoot
#379
Hi guys

can 3.2.1 still open and play 3.2 without fault?

cheers

barefoor
#380
Cheers Ryan

2 ways.. great  :=

barefoot
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