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

Messages - barefoot

#541
Hi

UPDATE NOV 14TH 2010... Completion date: End of November 2010


New splash screen:



#542
Hi

having thought about it and found that Say still allows the backgrounds to animate i have decided to stick with Say.. thanks anyway mode7
:=
#543
Hi
Ive been trying to find an answer to this:

Im trying to find a script that will allow the background to still animate whilst still displaying text display. At the moment the background does not animate whilst display on screen.

any help appreciated

barefoot
#544
Hi

you need to check around your sprite(s) in a paint program to make sure everything that should be transparent is!

ie: if red is transparent colour then make sure everything you dont want to see is actually red... or whatever colour you have selected as transparent otherwise all the other colours will show... and check that you DO NOT use 'leave as it is' when you import..

this often happens...

barefoot
#545
hi

normally sounds (in sound folder) should be renamed to sound1, sound2 etc and not their original name as far as the manual goes.

barefoot
#546
Hi

do you mean something like this? The folllowing is something i have:

Code: ags

gSymbols.Visible = false;
gNotes.Visible = false;
gClose.Visible = false;
gRun.Visible = false;
gWalk.Visible = false;
gInv.Visible = false;
gsave.Visible = false;
gGui4.Visible = true;
gload.Visible = true;
gIconbar2.Visible = false;


barefoot
#547
Quote from: Khris on Wed 10/11/2010 00:16:05
Delete everything inside the top Compiled folder, the press F7 again.

Hi Khris, yes i did that and its now how it should be. Strange though.

Cheers

Barefoot
#548
Hi

UPDATE: NOV 9TH 2010
Due to health problems i have been working hard to finish this game. It is now being beta tested and hopefully should be completed by the end of the month: NOV)

barefoot

#549
Hi

for some reason im getting 2 compiled folders, 1 inside the other...

im using 3.1.2

barefoot
#550
Hi

EG:
PlayAmbientSound(1, 10, 150, 250, 110);

this gives you the x and y as per question..

I Suppose you could have a couple of regions that you can repeat using higher/lower volume.  EG volume is set to 150.

Check it out in the manual..

Hope this helps?

barefoot

#551
Quote from: dbuske on Sun 07/11/2010 15:03:34
How do I reassign the picture?

sprites are pictures you import into the sprites folder, use these to build sprite animations/views for characters, objects etc.

Each sprite has a number assigned to them.

Just check your character/objects have the correct view numbers such as normal=3, idle=4 etc etc.

That is frame animation views. Each character/object should have there own views assigned.

barefoot
#552
Hi

is it possible to disable an inv item from any clicks when its no longer needed but still has to show?

a situation has occured whereby i need to disable an inventory item from appearing. Usually the inv item (lamp off) clicked on with another inv item (matches) produces the (lamp on) LAMP effect. I would like to disable the lamp from any further clicks ie clickable.false etc etc..

Else i need to make another inv item to replace original..

Suggestions welcome

barefoot

#553
Quote from: SSH on Fri 29/10/2010 10:40:35
Did you perhaps accidentally save the old room as a room template?

by the way, why is it OK to throw acid on someone's face but not to kill them! :)

Acid will injure but not nessessarily kill someone.. Room was saved as normal.

Yes, about the code, false of habit i need to change... lol

barefoot.
#554
Quote from: Pumaman on Thu 28/10/2010 23:08:38
You'll need to be much more specific about what exactly has happened and what you did...

This has appeared for some strange reason in Room 58, i don't even think I coded it originally as I used 'UseInv on mino' which is in room 53, Instead of below code!

Without deleting Hotspot(s) i am having to use new ones in Room 58.

Code: ags

function hHotspot1_UseInv()
{

   if (player.ActiveInventory == iacid) {
   Display("You throw the acid into the Minotaurs Face");
   cmino2.ChangeView(57);
   Display("You see a Key that has fallen from the Minotaur's pocket so you pick it up");
   cmino2.ChangeView(56);
   cindy_bones.AddInventory(iKey2);
   cmino2.FollowCharacter(null);
    cmino2.StopMoving();
  
  StopAmbientSound(1);
  Display("You need to finish the job and kill it!!!");
  cindy_bones.Say("I can't kill it, I'm not a murderer!! Professor! Come on we need to move on quick!!");
  cprof_plum.Say("I'm coming Indy!");
  
  cprof_plum.Transparency=0;
  cindy_bones.Say("Keep well away from him Professor, he may wake at any time!");
  cprof_plum.FollowCharacter(cindy_bones, 10, 90);
  
 }
 
 if (player.ActiveInventory == imatches) {
   Display("No good using matches!!");
   
}

 if (player.ActiveInventory == itorch2) {
   Display("No good using a torch!!");
   
}

 if (player.ActiveInventory == isword) {
   Display("You dare not go to close even with the sword!!");
 
}
}


barefoot
#555
Hi

Im very curious to know why some script from a Room appears in a later Room!

The earlier Room used Hotspots that now reside in the later Room script!

Any ideas??

bareoot



#556
Hi Ive been away since having a stroke.. i am now continuing finishing this game.

barefoot
#557
Calin... once again you've saved my bacon.. many thanks...

I see endless possibilities and try to put them into practice... sometimes of course i trip over.

Thank you for showing me about putting those conditions together. Once learnt, always remembered.. And I really must keeep an eye on my braces ;)

And yes, it works perfick...

Cheers

-barefoot-
#558
Hi

I think I'm having a mind blowing time at the moment... could someone look at this for me and correct .. I think you should see what i am trying to do..  will explain more if asked.

Any tips with script appreciated..

Code: ags

function region2_WalksOnto()
{ 
  if (player.PreviousRoom==61)
   object[2].Move(42, 497, 4, eBlock, eAnywhere);
   
  if (player.PreviousRoom==61)
   cindy_bones.Say("We've done that task!");

  else
  
  if (player.HasInventory (irod)) {
  }
  if (player.PreviousRoom==59)
   
 Display("You enter into the next room cautiously");
    if (player.PreviousRoom==59)
   cprof_plum.ChangeRoom(60, 321, 355);
    if (player.PreviousRoom==59)
    cindy_bones.ChangeRoom(60, 331, 345);
}


cheers

-bareoot-

#559
Quote from: Mr. Matti on Fri 16/07/2010 14:01:25
Character.SetWalkSpeed(int x_speed, int y_speed);

That's:  cEgo.SetWalkSpeed(10,10)    

Simply change Character Name and speed number.. which in this case 10 for both x and y. Simply change speed to suit.

To change Game speed: SetGameSpeed(80);   set to suit.

Check out: SetWalkSpeed and  SetGameSpeed in the manual.

-Barefoot-
#560
Hi

Can you not just use normal talk and not use a dialog?

-barefoot-
SMF spam blocked by CleanTalk