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 - chip

#1
hello

i was wondering is ags supporting 3d now :confused:

havent played to the end, but i like the 3d look, also the transistion from gameplay to rendered video was nice and the gui is fine imo

it feels a bit static, maybe add some animated stuff to the gameplay, and some ambience sounds


#2
Hello, the problem is solved, it was not caused by the code in the room_firstload

Like eri0o mentioned, it was caused by a gui, that was faded to transparent in another room, that was used before this specific room
The gui was invisible but still there, blocking the mouse input I think.
A gui.Visible = false; added to the end of fadeout-code fixed the problem.

Thank you all for your help
#3
thank you for your feedback

@eri0o
i think that gui you mentioned could be the problem, i will look into it
in the project explorer every cursor has a graphic added, i cant remember that Ive changed something there

@Crimson Wizard
i am sure the code in room_Firstload is running, because the intro is "played", and its all in there
will look further into there

best regards

#4
Hello,

somehow I lost the control in my game, but cant find out why.

In my game, when the intro starts the mouse cursor gets hidden via code, but after the intro is played, the mouse cursor is still hidden, I can move it but no clicks are "registered".
When I hover the invisble cursor over the verbs, the verbs are highlighted, but I also cant click on them.

If I spawn directly into this room, via character starting room, the mouse cursor is visible and the gamecontrols work as intended. The problem only occurs when I run the game from start, with several rooms before this, as the game intro.
The intro-code is always in "room_FirstLoad" and it contains a mouse.visible = true; at the end, but its still invisible and has no effects on any clicks everywhere

Is there some other commands to get controls back? Some mistake I might have put in that prevents this?
#5
Your code works perfect :grin:

Thanks again, very good job, much appreciated!
#6
It works,  :grin:

Thank you @Khris, this was an easy fix




Another thing that bugs me with doors at the moment is this:

open/close is working fine, but if you Look at it, the player always says "a solid door", I would like to define my own sentence when the player looks at a door, and not let him use the same predefined speech from the unhandled-event strings for every door. When I use this code the player says my text but still also says the "solid door" sentence


Spoiler
Code: ags

 function hDoor3_AnyClick()   
  {
  if(Doors.AnyClick(40, oDoor3.ID, 192, 91, eDirectionUp, 8, 213, 127, eDirectionUp) == 0 ) Verbs.Unhandled();
   
  // OPEN  
  if(Verbs.UsedAction(eGA_Open)) 
 { player.Say("Event Anyclick Open works");
 }
  
  // LOOK AT
  if(Verbs.UsedAction(eGA_LookAt)) 
 { player.Say("Event Anyclick Look works.");
  
 }
 
  
    
}

[close]




What is wrong with it or how do I get rid of it?
#7
Another problem regarding this topic:

As far as I know it is supposed to work like this:
you design your backgrounds with the doors closed, and then add the opened door as an object, that gets hidden or unhidden in the script..

In my case when the door is open, the open-door-sprite is rendered in the foreground (over the player in z-order), and therefore the player walks behind it, it looks weird and is immersion killing, it should be on a layer under the player, is this possible or am I doing something wrong?


edit: regarding first post, Ive fiddled around with scripts and hotspot extensions and now cant recreate the issue, not sure really what I did
#8
Hello,

I have recreated some doors with the code from the demo room2

and it seem to work, but on one case I have a door that goes to the left instead of up, the problem here is, when you open the door and then click it, to walk through, the player goes up a bit and then changes the room. But he should go to the left, into this door, instead of up. Is that somehow "hardcoded" in the engine / template or how can I fix this?

The help section on tumbleweed-doors does not mention the walk-through-animation before the room is changed.
#9
Hello guys,

Ive searched the forum, but couldn´t find a helping thread..
What would be the best practice to create something like the mancomb-dialog in the scumbar, where you get a greater view of his face
and have some minor animations, like a smile or sad face depending on the different dialog options?

I can imagine doing it as a room or as a gui, but not sure what would be the best way, are the any pros or cons I should consider?





#10
Wow, thats very nice, keep on :shocked:
#11
Hello, I am a newb here with some unrealeditor experience and would like to start projects in ags too

(nod)

#12
Hello, where is the games database?

Is it the "all games list"? cause there i dont see any options to filter for resolution like you told.

sorry im new here
#13
Hello, I would recommend to start with a case as a base, Fractal design, because i own two of them (define r5 & r6) and am very happy with it, dust filters plenty of space, modularity, sound absorption.. you wont regret it

For inner parts there are enough places on the web that recommend builds for bugdet, midrange or high end setups

total war can be quite demanding, if your going into huge battles
#14
Yes with the capital R it is working  :wink:

Thank you!

#15
Hello, thanks for your reply, with that code I get an error message that says:

undefined symbol 'random'

This is how the dialog looks in my code:

Code: ags
@1
 int r = random(2);
 if (r == 0) cNPC.Say("story 1");
 if (r == 1) cNPC.Say("story 2");
 if (r == 2) cNPC.Say("story 3");
return


Would you mind explaining a bit further?
#16
Hello, I would like to get more variations in the dialogs, is it somehow possible to do a dialog like this:

Player say: "Tell me a story"

NPC say: "Random dialog picked out of some predefined sentences"

and how would I set this up?


#17
Thank you for your help, very nice :smiley:

As both of you suggested I have recreated the menu with the gui now, and its working!

There were some minor problems with the wrong (default?) options dialog popping up with your code, I guess its related to the tumbleweed theme, but I could figure it out. Thanks again for your input and pointing me in the right direction.
#18
Im working on a main menu, most of the functional side is done I believe

There are clickable areas for start, load, and quit in form of hotspots, they work and do what I want so far,
is this a good way to do this?
One thing I dont like with this is when I hover mouse over the hotspot areas it renders the text "Walk to Hotspot 1".
Is it possible to hide these texts only for this specific room?



#19
Thanks for your replies

It was in fact not linked. It is working now.  :grin:

Are there more custom functions for tumbleweed and is there somewhere a documentation?

#20
Hello folks

with the tumbleweed template I try to hide the gui from the first room to make this my mainmenu, where I dont want the verbs and inventory to appear

When I use
Code: ags
function game_start() 
{

gMain.Visible= false;
}
in GlobalScript, it works and hides the gui, but as I process to room2 where the game "starts"
I cant get the gui back to visible, how would I do that the best way?
I try this code in the room2 script but it does not work:
Code: ags

function room_FirstLoad()
{
gMain.Visible = true;

}



SMF spam blocked by CleanTalk