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Messages - emma_north1

#1
Oh great, thanks for that bit about the quit game that's a help. And as far as custom GUI's go, I've got functional inventory, icon HUD bar, quit game screen (now!), etc. but obviously haven't made anything for the save/load because from what you're telling me it's not possible to use them, is this right? If it is possible, how do I go about scripting it? And is there any way to delete game save data?
#2
Yeah, I'm sure the modules are good but the point is they're in .gue format which TwinMoon confirmed does not work in AGS 3.0 so I cannot use them.

And yeah, I'm having no problems making my own GUI's and am using them for inventory, the HUD bar which I've set to appear when the mouse reaches the top of the screen, quit confirmation, etc. but still don't know how to use a save/load graphic so it doesn't really help. Besides, even with my own quite confirmation page, if the player uses "yes" (they do want to quit), that then brings up the default quit box after so they have to select it again and I don't know how to change that.

Thanks for your help so far but if anyone has something to add which may be of help then please do!
#3
That is very helpful certainly. But with the other points, just to confirm, there is no way to edit the built in components I described? Such as the save/load screen? And how do I delete save slots?

PS: those files you showed are in .gue format and I cannot find a way to import them to the new AGS. How do I do this to view them or is it not possible with the new AGS?
#4
OK basically what I need to know is where the game stores the save/load screen info and data, as well as the quit game image. I'm using the blank game (not the default one which I know comes with a few sprites and GUI), and yet I still have all the default save pages and things. This is fine, but I cannot find anywhere where I can edit this. I'm pretty sure it's not in the global script that comes with the blank game, so where is it? Where can I view and maybe edit this information? There are also other global messages that appear that I cannot find any source or script for, such as if I view inventory with no inventory items it sometimes shows a message that says something like "You have no inventory items". Where are these global messages and things?

If I'm not being clear please do let me know and I'll try to re-word.
#5
Perfect! Thanks! I'll try and get the Inventory Window buttons working now!
#6
I'm using a blank script (new game) and have uploaded my Inventory Screen and my control bar (the one at the top with all the buttons across, including inventory). I've successfully scripted the bar to only appear when the mouse gets to the top of the screen, and have had no problem programming the curser buttons to work. However I can't seem to get my Inventory button script right. Obviously when the player clicks that button I want them to be taken to my Inventory screen (gInventory), but nothing I try seems to work.

I've loaded up the demo game to see how that did it, but the script it's using doesn't work at all for me even though it's still in the new AGS. This is what they used:


function btnIconInv_Click(GUIControl *control, MouseButton button)
{
  show_inventory_window();
}


I know the top bit needs to be:


function Inventory_OnClick(GUIControl *control, MouseButton button)


But cannot get the next bit right. Please help!
#7
I have a huge problem and I'm desperately hoping someone has the time to help me out!

I've been writing a game using the blank new game template (not the one with all the pre-imported graphics) and have noticed when I'm playing that the top bar that used to come up on the old templates which showed inventory buttons, etc. isn't there. I know that this is because that interface doesn't actually come as part of the game as I thought it did and so I have to write it myself!

This would be fine in as much as I can make the graphics no problem, but how do I write the global script that tells the game things such as:
- When the GUI should appear (ie: when the curser reaches the top of the page)
- How to turn the images of buttons into functional ones
- How to make the GUI completely functional like the one in the default game template.

If anyone can point me in the right direction for this or even better give me some instructions on scripting it would be greatly appreciated as currently all the work I've put into my game is for nothing as I have no GUI!
#9
I read another thread (below) about this but what they're saying doesn't work for me.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34787.0


When I use the Display function, which I'm sure I'm doing right, when I run the game and click on the item I get "Invalid GUI specified as text window". However the custom GUI window is set to 0, so where am I going wrong? I've done exactly what the tutorial shows but mine doesn't work.


Here's the format that I'm using:

Display("There is a door here.");
#10
Brilliant! Thanks very much, that works fine!
#11
Quote from: Daniel_1988 on Thu 16/10/2008 22:56:08
Edit: Nevermind I see what you need.
Sorry I'm not trying to be rude but what does that mean?
#12
Thanks for your help everyone, in the end I used hotspots and just adjusted them to fit around my other hotspots and that's working fine. But I do have a new post with a new issue now!
#13
I had found a couple of posts which tackled this issue and seemed to solve it, however they were old and used the old AGS. The solutions they provided do not work in the same way now that the scripting has changed so I need new help!

I have a room that is accessible from any other room in the game (via hotspots) and I want to make a hotspot in that one room that will return the player to the previous room. However, it seems the PreviousRoom command doesn't work in this way, or at least I don't know how to script it as whenever I choose the any click on hotspot thing it won't let me use the PreviousRoom option properly any way I try.

Is there anything I can do? If so please help!

Best regards
Emma North
#14
OK, in that case, is there any way to use a different curser when these hotspots are triggered (like the old games I described, how they turn into an arrow pointing to the next room when you are hovering over the hotspot?
#15
I think hotspots is still more feasible than objects but it is something else to consider, thanks! Still not sure what I should go for though  ???
#16
OK, the dummy character I can do no problem if it's necessary and I'm fine with setting the show character variable. However my problem lies with the hotspots as there are or will be items in the room edge areas that I will want to allocate actual hotspots to if you get my drift. I had considered this method but is this the only way of doing this effectively?

Thanks for your help so far!
#17
OK, before I go any further I want to apologise if there is an answer to this in the forum but I've been looking through the tutorials and forums for over an hour and haven't found what I wanted yet!

What I'm trying to achieve is a first-person point-and-click style game like the old Sierra classics such as Shivers and Phantasmagoria, or like the orginal Myst. However I'm having trouble in the early stages. Obviously for this I wouldn't need to bother with character design or anything, however because I have no character to "walk" anywhere, I'm not sure how to get from room to room or view to view.

I'm using Edges and the room_leaveLeft/Right scripts to try and get the player into the right rooms but when I run and click nothing happens because obviously no character is walking anywhere. What should I do? Has anyone got any tips or instructions for someone like me who is specifically making a first-person point-and-click such as this?

Your help would be greatly appreciated!  :)
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