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Messages - gypsysnail

#201
Ok I shall try the run script one.

And duh, I shud hit my forehead lol, I didnt see left click 2 steps above! It is actually set to Set Cursor Mode. It is late at night but I WONT give up until I have resolved this lol. I like to stick at something til its done, bugger sleep lol, glad its weekend so not to worry :P.
#202
Yep ok here goes:

1. At the phone inventory, interactions are as follows:
Look at Inventory item: Game - display a message (9) which works well with the look icon.

Talk to inventory item: Game - Show GUI (4) - that is the phone gui. The talk to icon is actually a hand one, like you suggested yesterday so that part did work. But I have a feeling you are going to say the interactions I have chosen for this inventory to work its gui isn't really enough lol. I will wait for your reply on this interaction set.

2. ah... the send buttons click property in the floating box of the gui in AGS is set to send_Click and from what you have said, it doesnt sound right.... hmmm. Do you need to see the code again? If so, let me know and I will post it.
#203
Alright I'm afraid we are going to have to start afresh, this has gotten way too confusing for me :(. This show mobph part is starting to drive me crazy as I dont understand it. Here is how I would like the phone to work:

* in inventory pane in game, player to click on phone
* then phone gui shows up (and this is where the problem is - the animation does not happen at all, all I get is straight on open phone, no animation - maybe its not worth bothering with an animation as the phone seems ok open straight up. The only thing is the display message I called in the script does not show at all) code that included that is:
Code: ags
#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function show_mobph_window () {
// is called when mouse clicks on mobile phone in inventory to interact
// with the mobile phone gui
  if(mouse.Mode == eModeTalkto){
     Display("Glop glop... ah you open the phone with your slimy snail hands.");
}
         gMobph.BackgroundGraphic = (128);
         Wait(5);
         gMobph.BackgroundGraphic = (124);
         Wait(5);
         gMobph.BackgroundGraphic = (125);
         Wait(5);
         gMobph.BackgroundGraphic = (126);
         Wait(5);
         gMobph.BackgroundGraphic = (127);

}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE
and now I think the animation is not working. I put the import function bit in header but does not make any difference. I feel really stupid as I thought I was doing ok but obviously not. Oh not meant to be in global script? Not sure anymore about any of it. :(

* then I would want the player to be able to send a message (but its not sending, and moreover that stupid text "Type Here" remains in the lable on the mobile screen (probably should remove via floating box in gui pane of AGS), making no difference for the text box's typing function below - I placed the text box to type in, at the bottom outside the phone, in its background. I can show a screenshot now:


      And when I click on the send button (biggest button in middle of phone button pad), all I get is the cursor change to walk cursor and nothing more

* and then I will want the player/character to receive a message back from that person and then read msg as it shows up, then finish with the phone after send and receive message done.

It seems the phone gui is totally functionless and useless. I am doing something stupidly wrong and its really frustrating me. I am so sorry, all the hard work you have done to help me with, my stupid brain has made the ph not work. Maybe we will have to start back up again, like I have typed above - to put it into a nutshell.
#204
Oh good thanks :) I am going to try what you have suggested and about the days measured. I want to measure days on the time - hours 24 hour clock. At the start of each day, the 1st message will be new from each person. The player only has to type anything and she will get the reply that holds the clue for the game and then after that in the day, any txt she sends to any of the people will just come back the same such as "oh thats good.. love mum" etc....Ã,  'Mum's first txt of the day would be more interesting than her 2nd, 3rd and so on txts in the rest of the day til the next day. Hope I explained properly :). And yes I want the mobile gui to pop up straight from the inventory pane when clicking hand on phone to use :).

I am not sure what you meant by
QuoteSo just open the interaction for the Phone Item, replace gMobph.Visible = true; with show_mobph_window();, and you sould be good to go.
? So I just delete the gMobph.Visible = true in the existing show_mobph_window section or add 'show_mobph_window' in the section where the 'visible' part in the script was?

Im afraid I am a bit confused as to what variables are exactly... I know they have values but what exactly are they? In context I need to really learn what this one means so I can code properly in the future etc. Yes this ph gui will have to be global as it will be used allÃ,  throughout the game so thats covered well :).

EDIT: I read the import and export links you gave me, a few times over and I think I know what variable is so its setting in. Goodo! :)

Ok... import... hmmmm I admit I am a bit lost there. I know the header script, this would be within the gui pane in AGS, but what to import for show_mobph? I will try and work it out, meanwhile let me know of the above including this. Parameters.... just trying to get my head around the exact meaning of parameters how it will relate to this one.

Ah the send code to be copied to the text box one... here it is: (I tried to send it by pressing enter after typing something but nothing.... so here goes, we cud try the following below):
Code: ags
#sectionstart send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function send_Click(GUIControl *control, MouseButton button) {
Ã,  String send = smsMsg.Text; // Copy message to 'send'
Ã,  smsMsg.Text = ""; // Clear label

}
#sectionend send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
and it is in its own section but hmmm I should copy it or just move it to this part of the script below?
Code: ags
#sectionstart typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function typingtxt_Activate(GUIControl *control) {
Ã,  
}
#sectionend typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE


We're working as a great team! :):):) It looks like it is coming along well, with a few errors here and there lol. Will do some playing around with the script while I wait for your reply :)


RE-EDIT: tried import, does not work at all. All I get is this error saying "expected variable function after import, not 'show_mbph_window' so confused...? Don't quite understand.
#205
Hi again :)
Thanks for clearing the send issue - thats been resolved so no more error message. Now when the gui pops up, I can only type a message but when I attempt to click on Send button the cursor changes to walk and then does nothing more, does not send message. Where could I be going wrong on this one? Its great we are doing well step by step :). Getting there....

Yes I did feel the closing animation should be in exit but I think I will go with show and hide mobph functions - you are right to ask me if I even have show mobph or visible=true and I unfortunately do have visible=true, so how to change to show and hide mobph only, etc so that its effective anywhere in the game as well?

At the moment my mobile visible is like this in that section as you can see in code:
Code: ags
#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function show_mobph_window () {
// is called when mouse clicks on mobile phone in inventory to interact
// with the mobile phone gui
Ã,  if(mouse.Mode == eModeTalkto){
Ã,  Ã,  Ã, Display("Glop glop... ah you open the phone with your slimy snail hands.");
Ã,  Ã,  Ã, gInventory.Visible = false;
Ã,  Ã,  Ã, gMobph.Visible = true;
}

Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (128);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (124);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (125);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (126);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (127);

}
#sectionend interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


and have a look at this part of the script in the on key press... just to give you an idea.....

Code: ags
#sectionstart on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE
Ã,  function on_key_press(int keycode) {
Ã,  // called when a key is pressed. keycode holds the key's ASCII code
Ã,  if(gMobph.Visible == true){
Ã,  Ã,  Ã, if(keycode >= 0){
Ã,  Ã,  Ã,  Ã,  Ã,  smsMsg.Text = typesms.Text;
Ã,  Ã,  Ã, }
Ã,  }


And this - maybe you can help me define this part of the script for the phone gui I just found in my script:
Code: ags
#sectionstart typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function typingtxt_Activate(GUIControl *control) {
Ã,  
}
#sectionend typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE


I can see there is nothing in that activate section, to be filled but exactly how? It seems it is for the text box in the phone gui where someone types the text to be sent via the phone.

Ah yes I would like to get some replies for each person like "Yes, I have been good my psychic skills are really good today and the crystal will work on this and that...." and I think each person (will be 4 people max in the address book already at the start of the game) that she has to txt to will reply and their first reply will be the most important text as it contains clues to the game. If the player sends the same person another txt, it will just come back as something like "thats good..." or "have a good day, love mum" every time she texts that person thereafter. Each of the 4 people will have their own message - the 1st one of each being very important but then 2nd, 3rd 4th, and so on times from that person will just have a generic message each (different to each other of course) for each day. Each day it will change and everyday 1st msg always important then after that, the msg will be the same. You know what I mean....? :) I think it d be a lot easier than having to have different messages all the time in one day from 4 different people, would be like 100's of different messages lol. :)
#206
@Gord: careful man, dont be too quick to judge me or I will be quick to snap you :P! I may be a female but I am very good with computers, I just had a lapse of memory, my memory isnt that good at times when I have so much to do. I know what winrar is!! And there is no crime in me asking what I asked. Have you ever forgotten something temporarily too, Gord? It's Human Nature! :). The file just did not look familiar as it has been awhile. I built my own pc and I am quite good with pcs, using them for 27 years of my 27 years, so please do not judge me ok. Have a good day Gord! :)

Lol Da_elf, I knew you would say that :D It seems Asterix was very popular and I had a look at the official site and I am like wow and intrigued by the concepts of the artist. Thanks for introducing me to the comics.
#207
Ahh thats interesting! If the dawn and dusk are hard to do then maybe I should opt for the easier way and let the room go dark slowly at a set certain time with the palette and those tinting sort of things...... that be easier? With a timer on hand, I think I can trust the timer to set off the rooms to go dark (except for the indoors areas - how will I stop those goin tinted like night time outside?) Thanks heaps for the replies, will look fwd to hearing more on this and what you can come up for this one I have. Cheers :)
#208
Ok trying to get my head around the use interact button that should be put in inventory, but I am not understanding a thing sorry. I have clicked all links, none help me and the only link (Doracan's) is broken. What happens when I click the arrow on the phone in inventory is all it does is select the phone and I have tried to click ph on character, the gui for the phone close up view does not come up at all, nothing happens, just a phone cursor in the main game. Yes I had it in other clicks in the inventory interactions not knowing what for - thats how new I am to this. "Talk to" interaction would be good one, but how am I going to put a hand in the inventory pane? I havent reached this point yet so not experienced yet.

EDIT: I have just added the hand icon to the inventory gui and set the script in the floating box.... lets hope I can script it right in the global script.... ;)

RE-EDIT: Alright!!! Hand added to inventory and interaction as Talk to - Show gui. The gui shows up!! But now the problem is how to actually get this to work, typing message (limited to only 6 letters or to the end of the first line and then cant type anymore, wonder why this is?) and the sending and exits? This is the next step I need help with scripting in - as you can see below this message. And the animation doesnt work - only get the open view of the phone thats already in the gui,... hmmm........ and as said below when I add the send script I get the following:

Now I am getting this bother of an error message saying "local variable cannot have the same name as an import" what on earth does this mean? It relates to this code I added from here:
Code: ags
Code:
#sectionstart send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function send_Click(GUIControl *control, MouseButton button) {
Ã,  String send = smsMsg.Text; // Copy message to 'send'
Ã,  label.smsMsg = ""; // Clear label

}
#sectionend send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


And how would I add the closing animation to the existing opening one, so that it doesnt close until I click exit?

Anyhow.... let me know what is going wrong? Thanks :)
Cheers, Snail
#209
I did that too first time lol :) AGS is a learning experience and a thrill to learn one new thing each time in AGS I must say. Good luck with the rest of the AGS practicing and making the game. I look fwd to hearing more on your game's development :)
#210
Hey the screenshots look really good and even though I dont know Asterix comics (I will be looking it up and reading their comics on the net to get an idea :):) ) and I can't wait to play this game. The thing is, how do I get the RAR file to play once downloaded? I have a few rar file games that I can't get to play and I am good with computers but the rar file confuddles me! New things to learn!!! Lol anyway tell me how I can get the rar file to work, thanks :).
#211
Lol Gilbot, mr lazy man ;) I will go try it!! Thankies :P
#212
Hey this is what I have been looking for too :) I need to know how, from the start, to make night time happen at times and day time happen again - a timer? If anyone can help me with this, that would be brillant :). I am new to this all :P. Is it i have to create two of the same room - one darkened (night) and one normal (day) for each room thats outside etc? And put in a timer in the game? The ball is rolling..... ;) thankies in advance for help
#213
Hey thanks Ashen, yes silly me I didnt realise that there was another thread, glad you merged them :).

Yes sorry I hadn't thought to mention the message where it would go lol. I would like the messages to disappear but to return a message from that person I send to.... after maybe 2 minutes. Thing is there may need to be a small address book in phone just for those few ppl character has to send to. Any ideas on this one?

(also a timer may need to be added to this - I might start a separate thread on timers to put in game if there isnt already a thread on this from the past - post link here of the thread if there is one on it).

Quote(And, just to check, do you actually have a Label called label and a TextBox called textBox?)
I am glad you asked me this because I could not understand that part, it was from my friend - it was an example and I have the label ready, but could not quite work out what part of the label's name went in what part etc.
AH EDIT!!!! :D I put two and two together and realised what I had called my label and text box under the script field in the floating box and it worked! :):)

Ok now I have done some more editing and I get this very annoying error message saying Undefined symbol 'label' and here is the code below:
Code: ags
code:#sectionstart send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function send_Click(GUIControl *control, MouseButton button) {
Ã,  String send = label.smsMsg;
label.smsMsg = "";
Ã,  
}
#sectionend send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


What I dont understand is why is this doing it when I have clearly called my label smsMsg (the label that I placed on the mobile phone screen).

And when I removed this code temporarily, the test game does work but when I go to inventory and click on my mobile ph with the arrow, the gui does not come up. Why is this happening? That gui has never ever shown up once at all in the test game even though I have put in the interactions on "Other click on inventory item - run script
and I put in that script
Code: ags
code:if(mouse.Mode == eModeInteract){
Ã,  Ã,  Ã, Display("This is your mobile phone. Do you want to send a message?");
}


and for the animating the phone to a closed view on exit, I am not sure how this would be done? Repeat of animated code but back to front? I have no idea of this kind of thing at this stage.

And the hand cursor - I actually would like to have a big hand cursor in the gui so it looks like character is touching the buttons etc, I have drawn the hand cursor and added it to the cursors pane in ags through sprite manager, but not quite sure how to make it work? Only want that cursor within this phone gui. If you want the whole script in edited form of what I have done so far, please feel free to ask me to post it and I will :). Many thanks for the help.
#214
I have drawn an animating mobile phone, and made its gui, added gui buttons for player to click 'send' and 'exit' ph gui and a label for the screen to show the text that will be typed in a text box that I created outside the phone (rather than pressing buttons on the ph to type a txt) but I am unsure on how to get the script (as shown below) to work to make the send function work. I asked a friend how to make a gui ph and he helped me so greatly :):):) now I am ready for the next step. If anyone can help with this, that would be so good! :)

so far in my script it has this:
Code: ags
code:
#sectionstart unhandled_eventÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function unhandled_event(int what, int type) {
Ã,  
}
#sectionend unhandled_eventÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function typingtxt_Activate(GUIControl *control) {
Ã,  
}
#sectionend typingtxt_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function send_Click(GUIControl *control, MouseButton button) {
Ã,  
}
#sectionend send_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart exitphone_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function exitphone_Click(GUIControl *control, MouseButton button) {
Ã,  Ã,  Ã, gMobph.Visible = false;
Ã,  Ã,  Ã, cEgo.Say("Glop Glop.... Brilliant! That's a text sent!");
}

}
#sectionend exitphone_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart sendsms_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function sendsms_Click(GUIControl *control, MouseButton button) {
Ã,  
}
#sectionend sendsms_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart inventory5_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function inventory5_a() {
Ã,  // script for Inventory item 5 (mobph): Other click on inventory item
Ã,  
}
#sectionend inventory5_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE



Now I think I have the exit one covered but I am not sure about the Send click one and type sms ones, if someone can help me with this, that would be great! I know some of the scripts function sections look empty but I am waiting for the help and trying to work out what to put in for each section to make the phone work ;).

EDIT:
And now I have this error message coming up when I go to test game and it says Parse Error 'gInventory' The script is as below:

Code: ags
code:
#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function show_mobph_window () {
	// is called when mouse clicks on mobile phone in inventory to interact
	// with the mobile phone gui
Ã,  if(mouse.Mode == eModeInteract){
Ã,  Ã,  Ã,  Ã,  Ã, Display("You open the phone");
Ã,  Ã,  Ã,  Ã,  Ã, gInventory.Visible == false;
Ã,  Ã,  Ã,  Ã,  gMobph.Visible == true;

Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (128);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (124);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (125);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (126);
Ã,  Ã,  Ã,  Ã,  Ã, Wait(5);
Ã,  Ã,  Ã,  Ã,  Ã, gMobph.BackgroundGraphic = (127);

}


You can see I have animations of the phone but I have made the gui with the graphic number 127 as that is the open phone to use to send/receive messages but have I gone the correct way in this part?

EDIT:
and now it has the error on key already defined and the code is:
Code: ags
code:
#sectionstart on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
Ã,  // called when a key is pressed. keycode holds the key's ASCII code
Ã,  if (IsGamePaused() == 1) keycode=0;Ã,  // game paused, so don't react to keypresses
Ã,  if (keycode==17)Ã,  QuitGame(1);Ã,  Ã, // Ctrl-Q
Ã,  if (keycode==363) SaveGameDialog();Ã,  Ã, // F5
Ã,  if (keycode==365) RestoreGameDialog();Ã,  // F7
Ã,  if (keycode==367) RestartGame();Ã,  // F9
Ã,  if (keycode==434) SaveScreenShot("scrnshot.bmp");Ã,  // F12
Ã,  if (keycode==9)Ã,  Ã, show_inventory_window();Ã,  // Tab, show inventory

Ã,  if (keycode==19)Ã,  Debug(0,0);Ã,  // Ctrl-S, give all inventory
Ã,  if (keycode==22)Ã,  Debug(1,0);Ã,  // Ctrl-V, version
Ã,  if (keycode==1)Ã,  Ã, Debug(2,0);Ã,  // Ctrl-A, show walkable areas
Ã,  if (keycode==24)Ã,  Debug(3,0);Ã,  // Ctrl-X, teleport to room
}

function on_key_press
if(gMobph.Visible == true){
Ã,  Ã,  Ã, if(keycode >= 0){
Ã,  Ã,  Ã,  Ã,  Ã,  label.Text = textBox.Text;
Ã,  Ã, }
}
#sectionend on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE


I am going to add in a big hand cursor so it looks like the character is touching the close-up image of the phone and interacting with it and I am sure I will need help with this when the time comes.

I do have a tiny version of the ph in the inventory box and I know the interactions will link this to the gui through on any other click on this inventory item - run script but we need to get thru the other errors above first, but this gives you the idea of what I have done so far..... Thanks heaps for your time :)

I know this is a very very long post and I apologise but I am at my wits end and really keen to learn how to do this properly.
#215
You need to set a view just for your talking animation - the down view is ok to use as that loop. Set a new view, call it talk (or name of char and talk - eg Jonntalk) and go to the character's view and in that, see talk view - click that and set the view that you made for talking and the first frame image in that talking loop should come up in the character's pane. That should work in the game.
#216
Wooooooooooooooooooooo SSH you rock man!!!!!! I am so happy about this module and am gonna try it out now b4 work!!!! As someone said on this forum awhile ago, lets get into a group hug guys!!!! :D:D:D
#217
Thanks KhrisMUC :) I will go and try this after work :). I will look up timer stuff in manual and if have any probs I will post here if thats cool.
Cheers
#218
Wow many replies overnight! :D Thank you guys :). The problem with putting shadow in the character sprite would be when I transparentise the whole character image before exporting it to AGS, the shadow's white through shows from what was left of the white background and looks terrible. I think I will try some of your ideas guys and see which works for me. The shadow only need be under the character and possibly in some areas that change light, and I think I will use the region tinting for the objects that stand still in one room like the wagon, etc. My game will be high res type so would be able to take advantage of the transparency command. One idea, which was Barbarian's, to draw a shadow sprite and transparentise it, I would try this. I want to ask though that as I have a bird on exactly follow the character, how can I put multiply follows in along with the bird? Ashen, the height one would be great for the darkened areas, so the characters shadow could be seen against the wall - how would I implement that for particular rooms only and not every room? Again all great ideas guys! :) Thank you heaps and this thread would be useful for newbies in the future, I agree.
#219
Hello, I am not quite sure if there is a shadow module available for characters and objects or anything about this in the forums (yes I have searched forums for this ;) ) so for example as the character walks, or an object sits in a place that should have shadow under them to make it look a bit more realistic - if there is a module or script that can do this, please let me know. That would be really good :).
#220
Wow that really looks like an intriguing game! I have downloaded it and will start to play it at the weekend when work finishes for the weekend once again ahhhhh, love those weekends more than anything (means I can work on my game fully lol  ;D). Mandarell, you have done so well! I want to ask too, how did you do the score bar at the top? PM if you can about how I could incorporate this in my game, I'd be really grateful :). Once again I am excited about playing your game, hurry weekend! :D
Cheers,
Snail
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