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Messages - barefoot

#621
if you mean the character walks behind the object then you should check the objects basline is set correct..

barefoot
#622
Hi

you should check to see if it is compatable with your AGS version..

barefoot
#623
Room settings in the Events Panel.
#624
Excellent..  works as i wanted it to..

something else ive learnt..

many thanks khris

barefoot
#625
Hi

I have used

Code: ags

function hHotspot1_Interact()
{
  RestoreGameDialog();
}



To work from a text Hotspot Load Game at start option.

It works ok, except that although I have changed its GUI colours it still appears Grey...although changes are seen if loading from Top display GUI.

I note that the GUI name is gRestoreGame..

Any thoughts/help appreciated


barefoot






#626
Quote from: Khris on Fri 09/04/2010 14:18:58
Soo.... it's a seven sided die?

yes Khris, funny i know... but Dice has  0...  but i suppose its more of a 'Numbers' animation rather that a dice..  But can have many other uses..

barefoot
#627
Many thanks Wizard ol' chap..

works a treat  ;)

cheers

barefoot
#628
Yes Crimson, when dice has stopped and shows a number.

but you know me.....lol

need to continue adding the if Functions... (braces)

Code: ags

 }
  
    if (object[2].Frame>4)
  Display("weldone");
}


I think you know what i mean..

cheers

barefoot
#629
Hi

Scenerio:

you roll a Dice. The Dice can show numbers 0 to 6. What I would like to do is set an Event for each View that the Dice (Object) stops at (7 Events in total).

IE.
if object frame 0 do this
if object frame 1 do this
etc etc


So far I have this CODE that works (except Frame 4 is actually 5 on the dice)

The Dice actions of start and stop are controlled by Text Hotspots.

Code: ags

function hHotspot6_Interact()
{
odice.SetView(16);
odice.Animate(0, 1,  eRepeat, eNoBlock);
}


function hHotspot7_Interact()
{
  if (object[2].Animating) {
  object[2].StopAnimating();
  
  Display("You have rolled a %d", odice.Frame);
  }
  
    if (object[2].Frame>4)
  Display("weldone");
}


The Object is named odice

Any help would be appreciated

barefoot




#630
QuoteSo far this is what I have, which I realise isn't much, but I didn't really know what to do.

barefoot
#631
Set the Timer to run as required.

Example:

Code: ags

SetTimer(1, 280); 


Remember 40=1 second. Example is set to run after 7 seconds.

You then need to put 'Is Timer Expired' in the Rep Execute Events panel for it to REPEAT after every loop.

Code: ags

if (IsTimerExpired(1)){
 cHello.Say("Ring... Ring...");

SetTimer(1, 280) 


Will reset Timer 1 to loop after cHello Says Ring Ring, untill player does something to stop the loop like pick up the phone, change view, clicks a certain object, area etc etc
You could also include a PlaySound() of a Telephone ringing..

Code: ags

if (player.HasInventory(ibook))
{
  SetTimer(1, 0); 


Will stop Timer1 If player has a certain inventory, like ibook example. But you can set your own condition like if player changes view, clicks a certain object, area etc etc
 
Amend code as is required. This is a basic start.

Others will be able to help you some more..

barefoot

#632
Hi

Then you should make the Walkable area fall short of the rocks so he does not go onto them. Adjust Walkable area until you are happy.

If you click top right it will assume you are going right and will face right, if you click top left then it will assume you are going left and face left. Of course diagonal views would be better.

You need to check its Views are facing in the direction they should be.

barefoot
#633
Hi

If you dont want the diver to be shown going 'over' the black rocks and have your Walkable area set then you should use a 'Walk behind' area that covers ALL the black rock area, adjusting it's Baseline as required.

If you want the Diver to go behind the Black Rock then the Walk Behind is essential.

You need to make Views for your diver such as UP, DOWN, LEFT, RIGHT (Athough UP could be flipped for DOWN and LEFT could be flipped for RIGHT etc etc).

Make sure your Views reflect the direction its intended for.

I see you have diver going LEFT, simply select the RIGHT View, select Diver Image and flip it.




Hope this is helpful

barefoot

#634
Hi

UPDATE= SOLVED

Made a View of Original Hand Cursor and Changed line to:

Code: ags

mouse.ChangeModeView(eModeInteract, 26 );



I changed my interaction drag option ideas to the code below but when changing Hand Cursor back to normal after event I get an 'animating' Cursor and it does not change to Hand.. The rest of it works fine.

Obviously I want Hand Cursor which is non animating as usual.

Code: ags

function osaucer1_Interact()
{
mouse.ChangeModeView(eModeInteract, 14);
object[1].Visible = false;
}

function osaucer2_Interact()
{
 if (!osaucer1.Visible) {
 Display("This should be the right Key");
 object[2].Visible = false;
 object[3].Visible = true;
 mouse.ChangeModeGraphic(eModeInteract, 2057);
 }
}



barefoot

#635
Hi

This is close but the puzzle key object jumps (osaucer1) and the change's happen before they are supposed to. ALSO object 2 does not dissapear but Object 1 dissapears and object 3 appears..

Code: ags

function noloopcheck osaucer1_Interact(){
  while(mouse.IsButtonDown(eMouseLeft)){
    osaucer1.X = mouse.x;
    osaucer1.Y = mouse.y;
    Wait(1);
  }
if (object[1].IsCollidingWithObject(object[2])) 

   
  object[2].Visible = false;
    object[1].Visible = false;
      object[3].Visible = true;

  Display("You have used the correct Puzzle Key!");
  }



Can someone check this script  for errors or possibly a work-around.

UPDATE.. Works if osaucer1 clicks directly onto object 2. If I release mouse elsewhere or click it elsewhere the problems stated previously happens...

barefoot

#636
Quote from: wonkyth on Sun 28/03/2010 12:13:11
You might have to explain what you want more clearly, I can't understand if there is more you want you code to do, or if something you don't want to happen is happening.

I thought it was pretty explanatory when i wrote it...

anyhow, this is a summery:

Quote
User has to drag an object, which is a puzzle key, to a specific location,when the location (puzzle hole) is reached the objects puzzle key and puzzle hole dissapears and a new object appears which is of the puzzle key in the puzzle hole.. I would also like the Hand Icon to reappear as usual after Puzzle Key dissapears.

Its proberbly a case of Object collides with Object to cause other conditions to happen?

There are 6 puzzle keys on display and 1 puzzle hole on display... only the correct puzzle key fits, if you try and use another puzzle key then you are forfeited in some way...

There are clues to the correct Key along the journey.

All puzzle keys are draggable.

I could of course obtain a Puzzle Key and add it to inventory and use it from there but i want to use the drag method as i have other uses for draggable options throughout game.

Hope this is clearer..

Thanks
barefoot







#637
Hi

I have the following Drag Object code which works fine. What I am trying to do is set a condition so that when it is clicked in a certain area or on another Object another Object becomes visible, as if you have placed the dragged object there... The dragged object obviously dissapears once the new object is visible.. also the hand curser should return to a hand once that object piece is in place correctly..

I don't want objects added to inventory...

Possibly check for x y position ???

Similar sort of thing to a jigsaw puzzle


Code: ags

function noloopcheck odrag_Interact(){
  while(mouse.IsButtonDown(eMouseLeft)){
    odrag.X = mouse.x;
    odrag.Y = mouse.y;
      Wait(1);
         }
}



What would be the simplest way..

Thanks for any help on this..

barefoot




#638
Quote from: Khris on Fri 26/03/2010 19:03:44
How is it not?
  player.ChangeRoom(player.PreviousRoom);



Because all I found in manual under PreviousRoom was:

Code: ags

Display("EGO's previous room was %d.", cEgo.PreviousRoom);


just shows a display....

Cheers anyway Khris

barefoot
#639
Hi

I have a 'Room' (actually a symbols chart) that the player can acess from any room by clicking a text hotpot, so I am trying to find latest Code to return player to the very last room he was in. I don't want to have to create lots of the same room.

I checked out PreviousRoom property etc but thats not whatI'm looking for.

any help would be appreciated.

barefoot

#640
Hi

I'de be interested in finding out what other game-makers and players think about "Political correctness" in terms of words and phrases as well as items such as backgrounds, objects within the Games industry.

Is it paramount to every game to be Politically Correct?
Is it only relevant when certain conditions arise within a game?
Do you think that it should apply in all cases?
Do you think its all nonsense in most cases

What are your views on this???

barefoot
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