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Messages - dreammaster

#41
I agree as well. Having a Preference setting to do so be just as good.
#42
Precisely. And the editor, when editting a Run Script directly, doesn't let you tab back to the main editor window. So if you, for example, need to look up the correct index for a particular message, you're forced to exit the script editor, interactions dialog, look it up, and then return to the script again.
#43
It's a bit hard to be exact but, the storyline should be completable up to day 4 (when the ship arrives), except for:
* Using the results of any spell casting
* Getting coal for the brazier in the lab
* Dealing with Medusa (you could in the previous beta, but the most recent one introduced a crashing bug).
* A few of the ingredients (such as Mandrake root and Nightshade juice from memory)

That's as much as I can remember off the top of my head.
#44
Quote from: Robby on Sat 11/09/2004 00:06:33
How do you get the three bears key.

Hint:
Spoiler
Use something that's long and sticky to get a good grip on it
[close]
Spoiler:
Spoiler
A little bit of spider web will do the trick
[close]
#45
Frequently when I've been developing the script for a room, I need access to all the other methods I've written already so I can remind myself of the names of variables I've used, and what logical steps I'm using to perform whatever animation task. The current ability to open the entire script file is excellent, allowing me to see all the scripts, and tab back to the editor and, for example, look up entries in the messages list. This isn't the case, though, when I edit a "Run Script" interaction. I usually end up having to create the run script, then leaving the Interactions dialog and selecting to Edit the room file.

I'd be great if there was an option when you select a Run Script interaction (say via the right-click menu) to automatically close the interactions dialog and open up the room script file file at the place where the interaction's script is. Not only would this make it easier to make new scripts, it would also help finding particular scripts in a large room script file.

On a more minor note, it would be useful if there was a shortcut in the script editor to redisplay the parameter completion tooltip for a method if you've lost it.. sort of like Delphi's Ctrl-Shift-Space sequence - frequently when using some of the longer methods like AnimateCharacterEx, the editor thinks that at least one of the parameters may be the start of a method name, so I lose the tooltip.

EDIT:
Finally, it would be useful if there was a "Find in Files" feature. For example, I've placed comments throughout the room files to mark where there's things I still need to implement. But to find them again I need to go through each room one by one to make sure I don't miss anything I've forgotten about.
#46
Exactly. If you want to require several uses of apples to make the child grow up, you could use a global variable to keep track of how many times you've used an apple on the child, and then trigger the adult when appropriate.

As for the adult being a chracter, it depends on whether you want to keep the adult in your inventory or not. If it's staying in your inventory, then you'd just keep it as an object. If however, it will appear on-screen when it becomes an adult (ie. such as following you around), then yes, you'd make it a character - in this case you'd define an adult character with it's starting room to -1. Then when you wanted it to appear, you could do something like:

character[ADULT].room = player.room;
character[ADULT].x = character[EGO].x;
character[ADULT].y = character[EGO].y

This would put the adult character right where you are.
#47
Please read the "READ THIS FIRST" thread. This is not the forum for discussing paint programs.  :-X
#48
You could make your egg, baby, and so on as different inventory items, and then set each's Interaction for Use Inventory on Item to remove that item from the inventory and add the next one in the growth sequence, if the correct activiting item is used. Since each stage of growth is internally a distinct inventory item, they can each have their own interaction handling.
#49
Quote from: Edwinxie on Mon 06/09/2004 02:35:09
How did you know I was using WIndows XP?

Just a lucky guess - it's Windows that has the option for hiding filename extensions, and if you're running Windows, you're more than likely to be running XP these days.
#50
Quote from: Edwinxie on Mon 06/09/2004 01:45:56
*sigh* let me explain, I believe on my computer I can't rename exe files because they are assigned as application therefor there is no file extension behind the file name.

Presuming you're using Windows XP, you can re-enable filename extensions by doing the following sequence:
* In the File Explorer, select Tools | Folder Options
* Select the View tab, and make sure the checkbox for "Hide extensions for known file types" is *not* tickmarked. Then click Ok.

You should now see filename extensions, allowing you to rename the executable to a .dat file.
#51
On your sidenote question, the AnimateObject method's last parameter is "repeat", which specifies whether the object's animation should keep repeating or not.
#52
He probably meant that he wants to program in some more of the remaining storyline, as well as making the spell results usable.
#53
Thanks it's working now. And I finally realised that a HTML help file came with the executable - I was trying to rely on the AGS 2.4 manual I downloaded separately. :). The is_overlapping variable was one I temporarily used when I was experimenting with the method. At one point I thought I'd need to turn the placeholder object on, check for collision, and then turn it off again. I'd then use the value of the variable as the condition check for my block of code to run if the player had been hit by the debris.

It's all nice and simple now. Thanks.

#54
Thanks for the quick reply. The only trouble is I'm not quite sure how to use it. The function seems to have been introduced in version 2.61, and the manual doesn't include it. And the Changelogs only say that it was added.

Code completion within AGS says that it takes two parameters - thing1 and thing2. Are these only meant to be objects? If that's the case, is there any way I can get around this?

I tried the following, using an object to represent the character:

SetObjectFrame(OBJ_PLACEHOLDER, character[EGO].view, character[EGO].loop, character[EGO].frame);
SetObjectPosition(OBJ_PLACEHOLDER, character[EGO].x, character[EGO].y);
int is_overlapping = IsObjectOn(OBJ_ROCK) && AreThingsOverlapping(OBJ_PLACEHOLDER, OBJ_ROCK);

But even that doesn't work. I'm not sure just how to get this function to work.
#55
This may not answer your question, but as far as I'm aware, DisplayMessage only accepts a mesage number parameter, doesn't it? If you want to pass a string directly for display, don't you need to use the "Display" function?
#56
Hi there. I'm somewhat new to AGS, although I've been programming for years. I'm trying to figure out a generic way to determine if an object collides with any part of a character, rather than just the feet (as is the case with AreCharObjColliding). Is there any such method available, or failing that, a way to get the dimensions of a sprite so I can do the collision check programmatically?

I'd prefer not to have to resort to trying to hardcode the sizes in case I later change the size of the objects.

Thanks for any help.
#57
Obviously, we'll have to wait for beta 5 for it to be fixed.  :-*
#58
It will be interesting to see how Radiant handles his reaction when Manannan is turned into a cat. Maybe he'll simply disappear. It'd be fun to watch him storming through the house yelling for Manannan. Maybe with another minor puzzle to get him to leave (rather than killing you just for the fun of it).Ã,  8)
#59
Now you go, and do the same.

I know that's a quote, but can't remember from where.
#60
On page 2, the "To get past the potion you must.." bit.

Spoiler
First click the potion on the ground near you. This will make you pour it on your clothes and the ground whilst pretending to drink it. You must then click the use hand on yourself to pretend to do the spinning and collapsing that would happen if you really had drunk the potion.
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