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Messages - barefoot

#661
Hi

If you find that the Inv items are to close together or overlapping in the Inv window (maybe some Inv Items are bigger than others) then either reduce the size of the bigger Inv sprites or adjust the ItemHeight and ItemWidth sizes of the GUI gInventory properties until you're happy with the Inv spacing. Maybe adjust the whole Inv Window sizes itself if need be.

Barefoot
#662
Hi

UPDATE

Frank Stallone: The Driver and Mob Enforcer

This Game is almost finished with just 1 final scene to complete, some scenes to tweak and clean up,  some more music and sounds to add and an added Bonus 'Easter Egg'....

Hope to be completed by 14th March..

WOULD LIKE SOMEONE TO BETA TEST BEFORE THEN..  PLEASE PM me....

2 more screen shots.

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!



barefoot



#663
Check out this link as well as the Manual you have:

http://www.adventuregamestudio.co.uk/manual/Voice%20speech.htm

Seriously recommend you upgrade to 3.1 at somepoint!

All speech files must start with the first 4 characters of the player's scriptname who is saying it.. then put a number.

IE    cSim1.ogg     cTom2.ogg    cBen1.ogg   etc

In Room put your script like this example:

cSimon.Say("&1 Hi! How are you?");    THIS WILL PLAY cSim1.ogg
cTom.Say("&2 I'm fine.");                      THIS WILL PLAY cTom2.ogg

make sure the ogg files go into your Game (Not complied) folder (2.6/2.72 versions), then rebuild VOX file.  Put in Speech Folder if using 3.1

Hope this helps.

Barefoot


#664
Hi

Frank Stallone: The Driver and Mob Enforcer

This Game is almost finished with just 2 final scenes to complete, some scenes to tweak,  some more music and sounds to add and an added Bonus 'Easter Egg'....

Hope to be completed by 14th March..

2 more screen shots.

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!!!!"


A Shootout with Bugsy Muldoon and his Mob at the Docks!!



barefoot



#665
You need to assign a function (condition) for if the player HasInventory DO THIS Else DO THIS

EG
Code: ags


{
  if(player.HasInventory(igun))
  {
    Display("You go back into Al's Diner"); 
    player.ChangeRoom(5, 153, 393);
  }
  else
  {
    
     Display("You have'nt got your gun yet!");
  }
}



Obviously you need to amend the above code to what you want to happen..

This is all in the Manual..

barefoot
#666
Hi

I generally use a hotspot over an object if its quite small and use that to set the events... depending what the event are supposed to achieve...

barefoot
#667
have you tried selecting another midi option in the setup program?

barefoot
#668
how about:

Code: ags

cABC.SetAsPlayer(); // Or whatever the actual ScriptName - not RealName - of the character is


barefoot
#669
Hi

I believe its 40 objects per room, so hyperthetically you could have 20 rooms each with 40 objects.

You can use the same object as many times as you like.

An object is a sprite that you can use over and over.

Read the manual, it explains about this and many other things about AGS.

barefoot
#670
thanks khris

barefoot
#671
Hi

I am using:

Code: ags

btnIconInv.Enabled = false;


It works perfect. My only question is is it possible to have some kind of text displayed explaining why you can't access inventory...

Something like "It's best not to let anyone here know what you have, keep it hidden"

thanks for any help on this

UPDATE
Meanwhile Im using 'Say' on entry to Room, which may well suffice...  and then Enabling btnIconInv at a certain point in that Room.

Just wonder if my query was possible.

bareoot
#672
Hi

You should make a view of the animation you want the character to do before walking and turning using the ChangeView command then changing it back? Maybe have it on a Timer for each time you use it, possibly using regions to activate the timer to change view and walk to....?

Something along these lines....possibly

barefoot

#673
Are you trying to play video? I might be right in saying that its only for audio

QUOTE

File extension OGV description:
Ogg Vorbis is a new audio compression format. It is roughly comparable to other formats used to store and play digital music, such as MP3, VQF, AAC, and other digital audio formats. It is different from these other formats because it is completely free, open, and unpatented.

UNQUOTE

barefoot
#674
Yeah.. just spotted the Has inv instead of Active inv bit...  lol

About the Head: That seems a great way....

thanks for the idea Khris

cheers
barefoot

UPDATE: Works a treat.... thanks......
#675
Hi

I know that Objects and Characters block Hotspots, but is there another way to allow Hotspots on Characters?

The Character does talk, otherwise I could embed on the Background.

I have set up several Hotspots that work with an Inv Item, but of course the Hotspot is activated off-set... I have placed the Hotspot dot in various places on inv item.

SCENERIO:

A Character is chained up (so unable to move) and is hit with a baseball bat, I wanted a different reaction depending on where he is hit.. and in a certain place the character spills the beans, as it were...


Example of one Hotspot I am using:

Code: ags

function hHotspot2_UseInv()
{
if(player.HasInventory(ibat))
     {
         
     johnny.Say("Ouch you son of a bitch. Ok, I'll talk!!!");
     
hHotspot1.Enabled = false;
hHotspot2.Enabled = false;
 cEgo.Say("Tell us where Diva Maria is!!!");
   }
  else
  {

 
  johnny.Say("That won't work sonny!");

  }
}



Cheers for any insight into this

barefoot
#676
Thank Khris

Im using that in combination with other stuff..

cheers

barefoot
#677
Hi

I know about SayBackground, except its not SayAt... where you place it where you want.

I may be able to work around this..

Code: ags

game.bgspeech_stay_on_display 



QUOTE FROM MANUAL:
If 0 (default), background speech is removed when a Say command happens; if 1, it isn't.

I need this to have a value of 1...  how do I put the 1 in, code wise ?


thanks anyway guys

I will check out that module

barefoot
#678
Hi

I cannot find an answer to the following query:

can you have more than one text display at the same time...   as in a crowded pub where more than one person is talking?

barefoot
#679
link dont work...

found it here

http://www.dosgamesarchive.com/file/atlantis

can't initialize sound drive!!!  oh welll...

barefoot
#680
I remember playing 'Fate' years ago!  Is it still available anywhere???

barefoot
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