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Messages - barefoot

#561
Hi

Setting up a Timer

You set a Timer by adding this where it needs to start:

Code: ags

SetTimer(1,800); 


1= Timer number and 800 is loops...40 loops a second.. so 20 seconds =800.

Then you need to put this in the  Repeatedly execute Event of that Room:

Code: ags

function room_RepExec()
{
if (IsTimerExpired(1)) {
  PUT HERE WHAT YOU WANT TO HAPPEN AFTER THE 20 SECONDS IS UP
}
}


if you want the Timer to Repeat simply add 'SetTimer' again at the end.

Check out:

'SetTimer' and 'IsTimerExpired' in the Manual.


Hope this helps..

#562
Hi

You need to set Manual Scaling in Room load of the room script of the room.

It will maintain throughout game unless you do another Manual Scale for it.
It will ignore walkable area scaling.

just change cEgo to name of your character and then set scale level, here it is 50:

Code: ags

cEgo.ManualScaling = true;
cEgo.Scaling = 50;


Scale level can be 5 to 200 (default is 100).

In the Manual under: Scaling property (character)

Unless you completely rescale the character in a paint program and re-import it.

Hope this helps

-barefoot-

#563
Hi Khris

sounds good.. i'll add that to my repertoire..

cheers

-barefoot-
#564
Hi


SOLVED.. Typical.... because started player near room had to add  game.skip_display = 0;...
sorry guys..least its solved it..



Update: can add more display text's etc but only on keypress not auto.. So, is there a way to make it roll on automatically?

Code: ags

function room_RepExec()
{
  if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Game Over");  

   if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Come on sonny!!");  

   if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
cindy_bones.ChangeRoom(54);  
}



Previously:

I have the below code in room_RepExec that works fine..

What I would like to do is add further todo's after displaying 'Game Over'.. ie: Change player View then Display text followed by abilty to Load Game because after the 'Game Over 'is displayed the game freezes in room_RepExec.....

Code: ags

  if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
 Display("Game Over");  


Any help/comments appreciated..

-barefoot-

#565
Hi

well, you could script it so that when you click on a NPC the invisible character appears as the view of NPC that you clicked on then move to NPC position. I assume original NPC will be replaced?

Is this right?

-barefoot-
#566
Hi

To my knowledge :

You can add Conditions for a Room in the Global script, then they would be executed whenever that Condition occurs in the Room... by region, hotspot or object etc...

As I said, to my knowledge..

You may wish to consider looking at your Room script to see if you can do a workaround from there.

If you post the script for the Room we may be able to help more..possibly..

-barefoot-


#567
Hi

I actually added NPC to change from previous room with Indy:

Code: ags

 SetNextScreenTransition(eTransitionInstant);
  cprof_plum.ChangeRoom(46); 
 cindy_bones.ChangeRoom(46); 


and this seems to work better..Just spotted your post Tzachs

many thanks

-barefoot-
#568
Hi

The NPC has been following Indy from previous rooms. And no, the Wait does not make any difference.

-barefoot-
#569
Hi

I think i've had something this before... The below code works fine.. but unfortuanately NPC Professor Plum does not materialise untill a milli-second after he starts talking... Obviously I would like him there before anything is spoken...  Pervious room Follow attibutes set to 10,0 even though I added Follow Char in afterfadein ..   Object 1 is water rising slowly..  

Is this a nature of the beast?

Code: ags

function room_AfterFadeIn()
{
  cprof_plum.FollowCharacter(cindy_bones, 10, 92);
Display("The water gradually flows out filling the pit");
cindy_bones.Say("I think the waters speeding out a bit!");
cprof_plum.Say("Yes, its really starting to pour out!");
object[1].Move(227, 341, -15, eBlock, eAnywhere);
SetNextScreenTransition(eTransitionInstant);
cindy_bones.ChangeRoom(47);
}


Any help/comments appreciated..

-barefoot-

#570
Hi

Have added new screenshots and have further developed some of the Rooms..

See original posting..

-barefoot-
#571
Hi

Glad to hear you've sorted the problem...

-barefoot-
#572
Hi

Khris (a top guy and scripter) had this to say about your problem..

Click this link
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37823.0

-barefoot-
#573
Hi

UPDATE:

Since I posted this I have turned the Iconbar's visibilty to 100% and  made it non clickable.. that seems to have done the trick I wanted...  

Some things are not always easy at first, butI'm happy that i overcome this by perseverence..Sorry guys..

Original Post:

I have made some GUI's including Inventory and all working ok...

Now I have started making Custom Load, Save and Quit GUIs and they're ok.

My problem is that when I do a Save or Load with new GUI'S the OLD Inventory bar shows its face..

I need a way to disable it completely (short of actually deleting its GUI)

FYI: I have placed L S Q Buttons at the top of screen.

All help appreciated

-barefoot-


#574
Quote from: NsMn on Sat 03/07/2010 20:29:11
Who is Gil?

if you look its a currency/point system of some kind...

-barefoot-
#575
Hi CaptainD...

Thanks for your comments and offer of help..

I have sent you a PM..

-barefoot-

#576
Hi

You could try adjusting the Scaling on the walkable areas events panel for your walk area... Make it say 80% and adust til happy...

Mind you, if a character is well out of proportion with everything else you will need to adjust that character sprites sizes in a paint program and copy back (overwrite originals).

or make everything in proportional size.

Hope this has been helpful

-barefoot-



#577
Hi

UPDATE: Realised proberbly just a Grid Guide... ???



I have made a Custom GUI to link to Custom Inventory GUI..

I have adjusted New Inv GUI to the size and position I want... So far so good..  

Somehow the border around Inv Items appears not to show up in the game, although it shows ok on the GUI edit mode..  Any thoughts?

By the way, it has been sent to the Front..

I will perservere...

Cheers

-barefoot-
#578
Hi

Have added new screenshots and have further developed some of the Rooms..

See original posting..

-barefoot-
#579
well, you can adjust x and y for the GUI where you would like it displayed, if thats any use?

-barefoot-
#580
Hi

Having a larger animation preview would be better for us with not so good vision..

and what about locking Objects...

-barefoot-
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