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Messages - glurex

#81
Hi everybody!

It's kinda hard to explain, at least to me... But here we go:

I have an inventory that displays four inventory items "per page". This inventory has two buttons for scrolling purposes (the classical btnInvUp and btnInvDown). I have asigned a sound to each one so when I click one of them it sounds a scroll sound.



But I want to play a sound (scroll sound) when there is more items in the next "page" to show and another sound when there isn't more items (stuck sound). Similar case when I have less than 4 items, it should sound "stuck" in both ("<" and ">") buttons. But if I have, for example, 5 items it should sound stuck in "<" and sound scroll when I click on ">" because there is a new "page" with one item.

For example in this scenario, if I click the right btnInvDown (>) it must sound a "stuck sound" because there isn't enough items:



I belive I have to code with "InvWindow functions and properties", and "ItemCount"/"ItemsPerRow"/"RowCount". But I have not find the right way to do that. Bearing in mind I don't know yet how many inv items my game will have.

Many thanks!
#82
I've just bought it yesterday, via Steam, so I only played a bit. But it's looking very good so far!
#83
Sorry if I'm reviving an old topic but I have a strange issue with the module: When I press Down/Up arrow keys (or W/S keys) the game crashes:



With "Left/Right" or "A/D" there isn't problem the player moves well. I suspect it has to do with the loops of my player view but I don´t know well what's happening here.

#84
For your consideration:

Imagen67" border="0

A little first person point'n'click adventure game
Created in three weeks for MAGS competition (theme: Museum)








PLOT

A Monstuano suddenly comes to the Non-Living Entities Redirection Office. And that means... troubles. The eternal intern of the office will try to get some specific items to complete the ritual that will lead the Monstuano to his respective paradise.

FEATURES

- English and Spanish language
- Original (dynamic) Music made by me
- Some freesound.org effects
- Hidden Objects, Pixel Hunt and Weird riddles puzzles
- AI generated portraits (with different expressions)
- Backgrounds photos manipulated by hand with Paint Shop Pro 7 (1999)
- A short experience
- Autosave

PLEASE CONSIDER FOR:

MAGS of the Year (It's not my favorite even, but... why not?)
Best Short Game (I's short indeed)
Best Writing
Best Character (the boss?)
Best Gameplay
Best Background Art (well... no, but I manipulate the photos with a 90's tool  :-D )
Best Original Music & Sound Design (I put an effort with the dynamic music)
Best Programming (Well...)
Best Puzzles (Well there are one or two puzzles on it)
#85
Quote from: BowsetteGamer on Wed 04/01/2023 03:31:25
Quote from: eri0o on Tue 03/01/2023 19:39:10Can you explain a bit more of what you are trying to do, why and what you want to achieve?

Technically an AGS game can run another AGS game, just not sure if this is the question.
well I have 70% of the game finished; When I started it, I didn't consider putting a game menu on it, but I wanted the game to start at once and that's it, and the fact is that since I already have the game done, if I start making the menu it would be complicated for me, so I thought and if I make a game that works as a menu and then I program it so that the menu game closes and runs the real game, and well I was wondering if that was possible

Maybe I'm not understanding well. But what's the problem with make a new room with the game menu? You have to set the player (and make it invisible) to start in that room and in the Start option of the menu telport that character to the first room (where your game starts, and make player visible again if needed).
#86
I loved the game when I played it in the Jam. So I'm looking forward for the remake!
#87
Hi, Snarky.

I use your module and modified it a bit to "erase" the tail of the speech bubble for a game i'm developing.

Speech-Bubble-WOT" border="0


Is it ok? Of course I'll credite you and the module.
#88
Quote from: lorenzo on Wed 09/11/2022 13:50:06Can't wait to fill my games with broken TVs

I was thinking the same! I have two games in "production", and the first one involves tv's.

Thanks Eri0o!
#89
Same as eri0o. You have to place an object (check the baseline and the clickeable variable) in the left bottom corner of your room and, following your previous script, only:

Code: ags
 DynamicSprite* sprite; //outside function too
//...
{  
sprite = DynamicSprite.CreateFromBackground();
  oBackground.Graphic = sprite.Graphic;
 oBackground.TweenX(2.5, oBackground.X+5, eEaseLinearTween, eReverseRepeatTween);

}

That will work with scrolling rooms too
#90
Nice game, Ponch! Congratulations!
#91
Quote from: Khris on Thu 20/10/2022 08:00:25subtract them to go from room to screen.

Thanks! Now I understand what I was doing wrong.

Quote from: Khris on Thu 20/10/2022 08:00:25And no need to put Game.Camera.X in parens btw.

That's right, good observation. It was a remainder of a primitive idea (I wanted to add some pixels of "distance", but later I discarded that idea.) and I forgot to remove them.
#92
Quote from: Crimson Wizard on Thu 20/10/2022 02:06:16It should be
Code: ags
player.FaceLocation(mouse.x + (Game.Camera.X), mouse.y + (Game.Camera.Y));

Many thanks CW!  :-D
#93
Hi :)

I realize I have a problem with "face location" in scrolling rooms (in "normal" rooms it works great). I set FaceLocation to get coordinates from mouse, so when the cursor interacts with something like a character, hotspot, object... in some specific side of the room the player character turns that direction.
I suspect that this problem in scrolling rooms have to do with room coordinates being different to screen coordinates. So instead of the classic

Code: ags
player.FaceLocation(mouse.x, mouse.y);

I write this:

Code: ags
player.FaceLocation(mouse.x - (Game.Camera.X), mouse.y - (Game.Camera.Y));

But didn't work at all, and now I'm pretty confuse about it  :-\




#94
Looks nice! I'll be looking forward for this.
#95
Oh, nevermind! It was my fault :S, it was late at night and, accidentally, I put an "Else if", when I should have put an "If". Thanks and sorry for the inconvenience CW!
#96
I don't know why, but in this version (3.5.1.22) I can't access to debug via keyboard (for example, ctrl + x for teleport to any room). Obviously the option is setted True in General Settings. Anyway I made some gui buttons with "(Debug, x, x)" to solve this so it's not a big issue.

Someone else has the same problem?
#97
Wow! great game, Lorenzo. And only in 2 weeks! I love the comic aesthetic.
#98
Nice! Great work, Ruslan! I'll looking forward to the module too.
#99
Quote from: heltenjon on Tue 14/06/2022 19:46:37This was an excellent MAGS entry that I recommend people try out. Great graphics, nice Eric Matyas music and different styles of puzzles makes this a very nice MAGS game. Congratulations on the release!

Wow, I don't know how I missed your post. Better late than never. Thanks Heltenjon! :)

One question: What are you meaning with "Eric Matyas music"? Eric Matyas similar music? or music by Eric? because all the music was done by me (with synths and loops), otherwise I would have credited Eric.
#100
I was afraid of that :-D Time to work a little I guess. I think I can figure out how to do it with GUI buttons.

Many thanks, Khris!
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