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Messages - foz

#441
Advanced Technical Forum / Re:Regions
Fri 01/08/2003 01:06:06
disable region().....enable region()....
does`nt seem to be in my version  2.55 cr2
it only allows you to enable/disable hotspots and interfaces.....
i am a good scripter....hopefully my finished game will show that...
but the option to toggle regions is causing me problems....
i`ve read the manual and constantly use the a-z context help...

can you please help....
#442
Advanced Technical Forum / Regions
Thu 31/07/2003 22:49:18
i am using regions to open sliding doors and to trigger a cutscene....
but i have come across a prob...if the player uses an interaction..e.g. use inventory item on something.....if the character while carrying out the request crosses the regions the game locks up....is there a way to disable regions like you can with hotspots...
cheers
#443
Advanced Technical Forum / Re:global variables
Mon 30/06/2003 23:30:27
i used this instead........
if (character[DAV].loop....
to get the result i needed....thanks
i wanted to set a graphicglobalvariable..
i`m not sure if that can be done...
i noticed getgraphicglobalvariable to read them...in a script...
i got round my problem anyway


thanks mate
#444
Advanced Technical Forum / global variables
Mon 30/06/2003 20:00:44
i have been trying to set a global variable inside a script.....not having any luck can anyone help.....i basically want a character in the game after a dialog option has been chosen ...for the character to look away....which i have done inside the dialog script

eg:-  

function dialog_request (int x) {
   // your code here
if (x ==5){
SetCharacterView(DAV,25);
AnimateCharacter(DAV,2,0,0);

GUIOn(2);}
}

but i want to set the global variable after the charater starts animating....please help....or my game will lose one of its puzzles


thanks
#445
thanks for the positive feedback....i`m back from hols so i get cracking with the game hope its gonna be finished in the next month or two depending on any problems most of the backgrounds are done its just making everything make sense.....cheers
#446
Another shot from the game,,,,i `m off on hols for 2 weeks.....so the games going on hold till i get back....i`ll keep EVERYONE..update when i`m back.....
http://www.2dadventure.com/ags/foz3.gif
#447
In production at the moment.....will be 11 rooms or so...6 characters...
about 30% ...complete...
Its in the future not sure when....
Your character awakes in a prision cell with no memory...as he gets through the game he has flashbacks of what and why he`s in this predicament.....
heres some screenshots....
http://www.2dadventure.com/ags/Foz1.png
http://www.2dadventure.com/ags/Foz2.png
I will probaly release the game when its totally finished and tested for bugs...

#448
Adventure Related Talk & Chat / Sound effects
Tue 20/05/2003 00:16:04
Any one know where to get some good SFX...#
ive been searching everywhere for a sliding door wav...(space ship door).. not come across anything...yet..
#449
sorted out all problems now and works perfectly....here is code for anyone interested....

function repeatedly_execute() {

if ((IsButtonDown(RIGHT)==0) && (rbutton_pressed == 1)){rbutton_pressed = 0;}
if (IsGamePaused()==0){

if  (IsButtonDown(RIGHT)==1){
     if (rbutton_pressed == 0) {
    SetNextCursorMode();
    rbutton_pressed = 1; }
 
}
}

if (IsGamePaused()==0){
if (GetInvAt (mouse.x, mouse.y)!=-1){
   if (GetCursorMode()==1) SetMouseCursor(8);
   if (GetCursorMode()==2)SetMouseCursor(5);
   if (GetCursorMode()==3)SetMouseCursor(9);
   }
}
if (IsGamePaused()==0){
if (GetInvAt (mouse.x, mouse.y)==-1){
   if ((GetCursorMode()==1) && (IsGamePaused()==0))SetMouseCursor(1);
   if (GetCursorMode()==2)SetMouseCursor(2);
   if (GetCursorMode()==3)SetMouseCursor(3);
}
}
//this part allows player to use look for each inventory item ....DON`T use Inventory items interaction for look the rest should be okay to use..

if ((GetInvAt (mouse.x, mouse.y)==1)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(500);}
if ((GetInvAt (mouse.x, mouse.y)==2)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(501);}
if ((GetInvAt (mouse.x, mouse.y)==3)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(502);}
if ((GetInvAt (mouse.x, mouse.y)==4)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(503);}
if ((GetInvAt (mouse.x, mouse.y)==5)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(504);}
if ((GetInvAt (mouse.x, mouse.y)==6)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(505);}
if ((GetInvAt (mouse.x, mouse.y)==7)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(506);}
if ((GetInvAt (mouse.x, mouse.y)==8)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(507);}
if ((GetInvAt (mouse.x, mouse.y)==9)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(508);}
if ((GetInvAt (mouse.x, mouse.y)==10)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){DisplayMessage(509);}
if ((GetInvAt (mouse.x, mouse.y)==11)&& (IsButtonDown(LEFT)==1) && (GetCursorMode()==1)){LoseInventory(11);NewRoom(8);}
}
 



function on_mouse_click(int button) {

 if (IsGamePaused() == 0) {
   // Game is paused, so do nothing
 if (button==LEFT) {
     ProcessClick(mouse.x, mouse.y, GetCursorMode() );}

}
}
#450
Got it working.....this is what i used..:-

function repeatedly_execute() {

 if (IsButtonDown(RIGHT)==1) {
  if (rbutton_pressed == 0) {
    SetNextCursorMode();
    rbutton_pressed = 1;
  }
 }
 else rbutton_pressed = 0;


if (IsGamePaused()==0){
if (GetInvAt (mouse.x, mouse.y)!=-1){
  if (GetCursorMode()==1)SetMouseCursor(8);
   if (GetCursorMode()==2)SetMouseCursor(5);
   if (GetCursorMode()==3)SetMouseCursor(9);

   }
if (GetInvAt (mouse.x, mouse.y)==-1){
   if (GetCursorMode()==1)SetMouseCursor(1);
   if (GetCursorMode()==2)SetMouseCursor(2);
   if (GetCursorMode()==3)SetMouseCursor(3);
}
   }
}

//  and i changed the on mouse click to this....

function on_mouse_click(int button) {

 if (IsGamePaused() == 1) {
   // Game is paused, so do nothing
 }
else if (button==LEFT) {
     ProcessClick(mouse.x, mouse.y, GetCursorMode() );
}

Thanks for helping me head in the right direction....
cheers
foz

#451
thanks everyone i`ll try and get it working....
cheers
#452
Still not working....
the setup i have is cursors that are cycled by a right click and they also change when over items ..objects..hotspots....eg closed eye opens when over hotspot....
i have a custom GUI with 2 buttons to scroll inventory and a inventory box....which is on all the time....it would make my game slicker if the
cursor did`nt need to be moved out of the gui to change MODE_....
also if the cursor changed when over inventory items...
if anyone can help, it would be much appriciated
cheers  
#453
tried script did`nt work but has given me a few idea to play with....cheers

ps if you can think of anything else let me know ..
#454
Adventure Related Talk & Chat / Game testers
Thu 15/05/2003 19:50:06
I am in the process of making my first game....its based in the future. The player character doesnt know to much at the start....
its hopefully going to be around 8-9 rooms with a handful of characters...
i don`t want to get to big....i have done about 4 rooms and lots of animations and puzzles so far...and  i would like to get a few people to
test and give some feedback,so i know i heading in the right direction...
cheers
foz
#455
Can any one point me in the right direction regarding changing the global script to allow the cursor to cycle to the next mode when the mouse is over a customized gui/inventory window.....???
In the game i am working on i use the right mouse click  to cycle..eg look /walk / talk etc.
but when the mouse cursor is over my inventory gui it won`t function until i move it out of the gui int to the game area...
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