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Messages - dayowlron

#441
I have heard that you can create a gui that covers the screen, make it all black, then adjust its transparency going from 100 down to 0.

EDIT: reference:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=49278.msg636472505#msg636472505
#442
Is the broken leg to the coffee table missing?
Could it have been used as the weapon?
#444
The Rumpus Room / Re: I'M the boss!
Mon 15/01/2018 23:47:08
Wouldn't happen to be for Blue Bell would it? only reason I ask is the free ice cream because their slogan is "we eat all we can and sell the rest". lol
#445
ok, this may sound like a strange question, but is there a site where i can upload it and then provide the link in here?
How do I upload a room on here?
#446
I bet it is related and I am not sure why it happens, but in most of my rooms it works fine but this one particular room is a hallway with 5 doors so there is multiple walkable areas. 1 is the hallway itself and 2-6 are entryways through each of the doors. this is the first room of my game with multiple doors so don't know if its related to that.
#447
I will have several doors in my game so I created a function that I will call that will open and close my doors. Later when I get to adding sound I will put that in the one spot and will work for all my doors. All of my doors have a 5 image(frames numbered 0-4) animation for opening and closing. When a room loads I set the view for the door and then when the player wants to open or close the door I just call the function. When the door is open there is another walkable area that is enabled that allows them to go through the door. It is disabled when the player closes the door. This is where the problem occurs.
Code: ags


static function OpenDoor(Object*obj, int WalkableAreaToEnable) {
  if (obj.Frame==0) {
    obj.Animate(obj.Loop, 5, eOnce, eNoBlock, eForwards);
    if (WalkableAreaToEnable!=0) RestoreWalkableArea(WalkableAreaToEnable);
  }
}

static function CloseDoor(Object*obj, int WalkableAreaToDisable) {
  if (obj.Frame==4) {
    obj.Animate(obj.Loop, 5, eOnce, eNoBlock, eBackwards);
    if (WalkableAreaToDisable!=0) RemoveWalkableArea(WalkableAreaToDisable);
    player.PlaceOnWalkableArea();
  }
}


My problem is when the walkable area is removed and then i call player.PlaceOnWalkableArea sometimes it works sometimes it doesn't.
I have walkable area #1 always available so its not like it can't find a walkable area.

EDIT: I have even tried putting the player.PlaceOnWalkableArea() call in the repeatedly_execute function and verified that it is being called.
#448
player's x and y are room coordinates and GetAtScreenXY wants screen coordinates.
You need to adjust the players coordinates within the call.
I believe you need to subtract the ViewPortX and ViewPortY from the coordinates to get the correct screen coordinates.

Code: ags

Hotspot *player_hotspot = Hotspot.GetAtScreenXY(player.x-GetViewportX(),player.y-GetViewportY());
#449
I was just going to suggest moving the Animate call into the second if. Not sure if that is what your after though.
Code: ags
  if (henchman_patrolling == 1 && cHenchman.View == 214) {
    cHenchman.Walk (225, 300, eNoBlock, eWalkableAreas);
    cHenchman.LockView (21);
  }
  else if (henchman_patrolling == 1 && cHenchman.View == 21 && cHenchman.Frame == 27) {
    cHenchman.UnlockView ();
    henchman_patrolling = 0;
    cHenchman.Animate (0, 5, eOnce, eNoBlock);
  }
#450
Thanks, just figured that out.
#451
I am having trouble with something. I need to get the object name but it is returning an empty string.
Just including code related to the problem.
Code: ags

  LocationType l;
  Object *o;
  o=Object.GetAtScreenXY(mouse.x, mouse.y);
  l=GetLocationType(mouse.x, mouse.y);
  if (l==eLocationObject) {
    return String.Format("%d %s",o.ID, o.Name);
  }

The object name field is filled in. It is called "oDoor". However my function is returning "1 ".
#452
not sure but I would guess it would have something to do with "eagles"
#453
Greenland?
#454
The Rumpus Room / Re: Name the Game
Thu 11/01/2018 14:46:17
I dont know if there is a game called Amazing Worlds, just couldnt remember the name of that one.
#455
close enough Mary Anne Evans.
#456
The Rumpus Room / Re: Name the Game
Thu 11/01/2018 12:30:14
I want to say something like Amazing worlds.
#457
Not Mary Shelley but the first name is correct.
#458
The Rumpus Room / Re: The Movie Quote Game
Thu 11/01/2018 03:11:18
How about Indiana Jones then?
#459
Quote from: CaptainD on Wed 10/01/2018 15:01:00
I would guess at George Elliot, although if I'm right, I'm afraid I don't know the real name.
You are correct there. Give some people a little while to guess the real name but you can pose another question.
#460
This is a great module. I wanted think bubble to work also so I looked at how this was working and you had "//TODO" with no code for the thinkBubble function so I added the following code into the think bubble routine and it worked great.
It is basically calling the say bubble function but passing a false to the renderBubble32 function to change the tail.
Code: ags


// TODO
void ThinkBubble(this Character*, String message, GUI* bubbleGui)
{
  if(message == null) return;
  if(!game.bgspeech_stay_on_display)
    _stopAllBackgroundBubbles();
  if((Speech.VoiceMode == eSpeechVoiceOnly && hasVoiceClip(message)) || message == "...")
    this.SB_sayImpl(message);
  else
  {
    DynamicSprite* bubbleSprite = this.renderBubble32(message, false);
    // Position bubble over character head
    int x = this.x - GetViewportX() - bubbleSprite.Width/2;
    x = _clampInt(x, 0, System.ViewportWidth - bubbleSprite.Width);
    int y = this.y - GetViewportY() - bubbleSprite.Height - this.GetHeight() - (_heightOverHead - _talkTailHeight + 1);
    y = _clampInt(y, 0, System.ViewportHeight - bubbleSprite.Height);

    this.realSayAtBubble(x, y, message, bubbleGui, bubbleSprite);
  }

}



I also wanted the think bubble to be a different color so I set the _backgroundColor at the top of the function to a different color then set it back at the bottom of the function.

Snarky, if you add this to your module as an enhancement make it where there is another property for Think Background Color.
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