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Messages - barefoot

#641
Hi

Code: ags

player.SpeechView = 5;


Obviously change to the designated speech view required.

You can use the Face Character/Location/Object

EG
Code: ags

 cJoe.FaceLocation(220,333);

cEgo.FaceCharacter(cMan);

player.FaceObject(object[2]);


Its all in the Manual

barefoot
#642
It might be waiting for something to happen before it loads, possibly an event... but is unable to do so. Maybe you have 'when room first loads' event instead of 'after room fades in' event???

If you post your code here someone maybe able to help further.

barefoot
#643
Hi

If you are using AGS 2.7 and the template you want is for that version then it goes into the AGS ROOT Folder..  NOT any other Folder.

If you are using newer versions of AGS then it may still not work...

So, you are either trying to use an incompatable Template or have put it in the wrong Folder. Either that or the download was corrupt.

FROM THE MANUAL
Quote
Using downloaded templates

If you've downloaded a game template from the internet, you should find a file with a .AGT extension. This is the AGS Template File, and you just need to copy it into the "Templates" folder within the AGS Editor directory.

barefoot
#644
Hi

I think if you try and use an old template from an old AGS version (ie 2.6) then it won't show up on the new AGS version (ie 3.1).. Some are only meant for earlier AGS versions.

Read about the Template and what version it runs with before downloading any.

I assume you are using at least 3.1

barefoot
#645
I think i'll do just that... ;D

cheers

UPDATE: Now spot just below the index/middle finger.

barefoot
#646
Quote from: Leon on Thu 18/03/2010 19:05:46
I noticed that the hotspot of your 'hand' cursor is quite strange so you might have to click just next to the tiara to pick it up.

Its on the middle tip.... ive never had a prob picking it up..

barefoot
#647
Hi

Spoiler

I have now disabled the Hotspot once wardrobe slides over...so won't repeat.

Once the Tiara is exposed you can interact with it and it adds to inventory
[close]

barefoot
#648
maybe the font color is almost the same as the background so you can't see it.

Code: ags

 Overlay.CreateTextual(160, 160, 400,  Game.NormalFont, 59360,  "This is the first text overlay.");
     Wait(300);


Changing the  number to 59360 gives a yellow font.
Changing to the  number  to 59391 gives a white font.

Use code numbers generated in your Colours tab.

just food for thought

barefoot

#649
Hints & Tips / Re: Frank stallone
Mon 15/03/2010 21:11:03
See, you just have to try a bit harder!   ;)

barefoot
#650
you're welcome...

always good to know if something needs tweaking.

cheers

barefoot
#651
i am playing it right now.. and testing again..

they have to be near the bushes..


UPDATE

amended some script and have uploaded new version, re-download it..

sorry for inconveniance loser.

barefoot
#652
well, that has never happened when i tested it so im not sure why it does that.
I am looking into it..

Spoiler

On the first partrol you do nothing. After doing in the first guard (the big one) the next guard approaches, once he has stopped walking and says something you can then do him in... proceed to the house
[close]

barefoot


#653
Beginners' Technical Questions / Re: Sound
Sun 14/03/2010 18:00:05
Hi

StopMusic();

Game.StopSound();

SetMusicValue ranges from 3 to -3 where 3 is loudest and -3 is silent.

I believe there are still issues regarding volume levels, although you can set it in the room properties under 'musicvolumeadjustment'..

hope this helps

barefoot
#654
Hi

What would be the best way to stop a user interfering with game play and causing 'character not in room' scenerio when forwarding the game by spacebar/mouse to early?


UPDATE:SORTED

barefoot

#655
Hi

Spoiler
The characters have to be within a certain distance before you can do anything to them.
[close]

Yes, I noticed that if you try and bypass display text etc by pressing spacebar or mouse inappropriately it happens... I will be looking into this..

If you come across anything else please PM me.

cheers
barefoot
#656
Hi

This is my third Game using AGS and is an improvement on my previous games as I am begining to get into the scripting side more and hopefully will continue to learn and grow.

Thanks to all those people who contributed with their help.

Download: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1292

STORY LINE:

Set in America during the 20's prohibition and the wall street crash you are Frank

Stallone, a Taxi driver who by accident becomes involved with Al Capo, a bigtime

Mobster. The poor get a small slice of crust action but the rich get the loaf. In

your case it's definately the small crust!

Anyhow, there you were, waiting to pick up a fare when suddenly this man jumps

into your taxi screaming at you to make a quick gettaway. He is trying to escape

the clutches of Bugsy Muldoon's mob who are chasing him with Tommy guns blasting!

You have no choice but to try to escape them!

* Drive cars, Booze lorry and a speed boat
* Use Guns, Baseball bat, knuckle dusters, molotov cocktail, Gelignite......
* Meet Al Capo, Loose lips, 2 Fingers Tony, The Bull.....and Bugsy Muldoon!!
* Find and steal a secret pizza recipe, but carefull you don't disturb Luigi's
   gigantic, mad dog!!
* Blow a safe and steal con artist Lady Malinsky's Bengal Tiara
* Shoot it out with booze hijackers
* Try to get Johnny the Bull to talk!!
* Find and rescue Diva Maria

Bonus Shooting range at the end!

SPECS:
Resolution: 640 x 480
Color: 16-bit
Music and sound included

Driving around Town!


Using Al Capo's speedboat to get to the Lost Lobo's Hotel after finding 2 of Al's collegues dead!!!


Speeding along the Swannie River!


Trying to get Johnny 'The Bull' to talk is not easy, he's one big, tough cookie!!!
"I'll eat your liver when I get free!!!!"



barefoot






#657
adjust to:

Code: ags

if (!oHair1.Visible && !oHair2.Visible) {
player.Say ("All hair removed");


barefoot
#658
If you want to use an inventory item on an object to change it to another object you will need to make all the inventory items as well.

Something like this:

Code: ags

if (player.ActiveInventory == icream)
     {
       object[1].Visible = false;
       object[2].Visible = true;
     


You obviously need to stack the objects if the are meant to be on top of each other.

so on and so on...

barefoot
#659
Hi

if you want to do something like go to another room when all objects are invisible
use

Code: ags


if (!oObject4.Visible && !oObject3.Visible && !oObject2.Visible) {


 player.ChangeRoom(20);



The above checks if 3 Objects are invisible.... if they are then the next part happens.

Obviously use your Objects' Name and Room Location you want to go to etc

Hope this helps

barefoot

#660
Hi Danman

is the imported sprite made from scratch and just imported as a character/Object?

If I'm on the right track here then you need to make sure you choose the canvas size for the character/object...  if it appears in the game to big/small  then you'll need to resize it in your paint program. Manually set the scale if a character in the Room Script:

If character:

Code: ags

cEgo.ManualScaling = true;
cEgo.Scaling = 88;


Hope this is any help to you

barefoot

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