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 - cornjob

#61
It's very simple. First back up your game in case you screw it up. Then go to your global script. Find the function called "on_mouse_click". Remove (or comment out) everything inside the function brackets and replace with:

if (IsGamePaused() == 1) {
   // Game is paused, so do nothing (ie. don't allow mouse click)
 }
else if (button==LEFT) {ProcessClick(mouse.x, mouse.y, MODE_LOOK);}
else if (button==RIGHT) {ProcessClick(mouse.x, mouse.y, MODE_USE);}

That should work. The just make sure you only use use and look interactions. Let me know if this doesn't work.
#62
In theory, what you did should work. Are you sure you've implemented dialog_request correctly? If you can you post your dialog_req script, maybe we can figure out the problem.
#63
I think that most of the verb modes use the same cursor.  The current active verb is stored in a globalint. Like, if globalint #1 equals 1 then the active mode is "push"; 2 is "pull"; 3 is "open"; and so on.

So when scripting your interactions, you have to check that globalint to see what mode was used.
#64
Yeah, who cares what they're doing? If you want to make a Sam n Max fangame, go for it. (Of course, I've never particularly liked fan sequels, but a lot of people do...)
Anyway, welcome and good luck.
#65
RatRacer? I always assumed his name was pronounced ray-tracer. You know, as in ray tracing.... Never mind. Anyway, congratulations.
#66
Someday... Grundi, man, someday we'll show 'em all.
#67
I wonder when Run Hot will ever be finished.... Someday....
In the mean time, I'm looking forward to Granny Z!
#68
Adventure Related Talk & Chat / Re:Team Needed
Wed 07/05/2003 03:45:55
Yeah, we've seen it over and over... the only way to motivate a team is to show them something to get excited about. And that means you have start doing a lot of the work yourself. You have to have something to show, even if it's just a well-thought out script and design. I'd recommend trying to make a demo yourself, even if you can't make good art and music. At least it's a place to start, and if people are excited by your ideas, then they'll want to work with you.
#69
This is good stuff. Enjoy.

(I don't expect anyone to know where it came from. It's a local advertising slogan.)
#70
You have the "sierra-style speech" option turned on in the main game tab. This is meant to be used if you made your talk view a closeup portrait. So just turn that option off.
#71
I'm also not really sure what you're asking... But if you want a function that checks whenever you enter any room, try the function "on_event". The manual explains how it works.
#72
Adventure Related Talk & Chat / Re:Demo Quest
Sat 03/05/2003 23:03:53
Good luck, guys. I worked on the old demo, so if you need anything, let me know.
#73
Well, you have to create all the elements of the parser yourself. How much have you done so far? First, you need a gui with a Textbox on it so you can get player input. Then you need a script (in the gui's interface_click script) that processes input after the player enters text. Basically, you use GetTextBoxText to get the text as a string. Then process the string with ParseText. Then use the Said function to test what was parsed and carry out the response. And of course, add all the words and synonyms you're going to use into the list on the parser tab.
It's not easy to do, but good luck. I'd love to see more old school parser games.
#74
Maybe I wasn't paying enough attention... I checked out the news on spacequest.net ... and I still don't understand. Does this mean that you ARE in contact with Scott Murphy or that you're not? It's all mysterious...
#75
QuoteYou simply click on a button to fill the Text Box with the Verb, and then on a inventory item and/or an object! Then by pressing enter, the game parses it.

I never liked having the click the verb, then the object. It's annoying.

How about this: hover and autocomplete? Instead of clicking, you just hover the mouse over any object on the screen, then start typing (like how the text input pops up upon hitting any letter key in the sierra SCI0 games). And not only does the input box pop up, but so does a mini list of possible verbs that begin with the same letter (similar to the autocomplete on your browser or in the script editor). Then you can either continue typing or click to complete.
Furthermore, you could just click directly on objects to do default actions like LOOK.
This would be pretty hard to script though... not much harder than your original idea though.
#76
General Discussion / Re:The manga thread
Fri 18/04/2003 00:15:10
Quote from: Helm on Thu 17/04/2003 14:09:00

Just wait until Cornjob posts in this thread.

Well, I'm a fan. Can't say I'm a super-fan or anything, I'm not a great expert. OK, I recognized that pic from I"s that Helm had in his signature once. And at one time I had a pic in my signature of the engineer guy from Yamato (actually it came from a Suu dream sequence from a Love Hina manga). Let's see.. where is it... Yeah, remember this:
#77
Back to basics... these are smart new features. It's things like this that makes AGS as popular as it is... the fact that it's so useable. This is good stuff.
#78
Oh it's not just this.... I could list all the other projects I'm supposed to be working on, but some of them are secret and frankly it would just take too long.
You'll be happy to know that I did in fact work on one screen of RH this month. :)

Hey Ben, thanks. More like an older Courtland, actually.
I was going to animate the guy falling... I have the frames, but I made him a graphical overlay and I couldn't think of an easy way to animate it. See, because if it was a character or object you'd have to do some messed up math to get it scrolling at a different speed from the background. Hey Barcik, you can do math right?
#79
Well, I hope you guys enjoy it. Check out the intro...
#80
Well, Barcik, what should we do? We ought to release something just so people can get a taste of it. If not a demo, then at least some preview info or something. Because I'm pretty sure we're in agreement that our game won't be finished in time.

By the way, re: how it could could be done differently in the future... I agree that a longer period wouldn't be good. It's just a matter of motivation rather than actually running out of time.
SMF spam blocked by CleanTalk