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Messages - gypsysnail

#81
Thanks for the that. Ok I tried it and I got the error message variable already defined and it took me to the global script where I had pasted the code. I still dont fully understand the function stuff. I have copied and pasted below the current code sequence of the things i have already in the rep_exe for other functions, before the code you gave me goes in. I have tried but still doesnt recognise.

Code: ags
#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  lblTime.Text = String.Format("%02d:%02d, Day %d", GameTime.Hour(),
GameTime.Minute(), GameTime.Day());
  // Start of special Following Code
  if (cEgo.Moving == false) { // Player has stopped moving (obviously)
    if (Follow == 1) { // If Jonah is still flying
      // Change state (the 'Follow' variable), and have him fly to Ego
      cJonah.FollowCharacter(null);
      Follow = 2;
      cJonah.Walk(cEgo.x,  cEgo.y, eNoBlock);
    }
    else if (Follow == 2) { // If Jonah is on his way to Ego's shoulder
      if (cEgo.Loop == 1 || cEgo.Loop == 0) cJonah.Baseline = cEgo.y -
1; // Or '==2' for the other shoulder
      else cJonah.Baseline = cEgo.y + 1;
      if (cJonah.Moving == false) { // Jonah is at Ego's location
        // Make sure their Loops are always the same
        cJonah.Loop = cEgo.Loop;
      }
    }
  }
  else { // If Ego is Moving
    if (Follow == 2) { // If Jonah is 'at rest'
      // Change state (the 'Follow' variable), and have him start flying free
      cJonah.FollowCharacter(cEgo,0,0);  
      Follow = 1;
    }
  }
  // End of special Following Code
}

function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

  // ** CUSTOM INVENTORY WINDOW
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


EDIT:
Hey! can someone please reply????? I am sorry that I have to double post but I don't want to be waiting this long for a reply! PLEASE HELP! Or I will have to post my question into a new topic SORRY! I think its cos this topic is labelled SOLVED at the end thats why but I am not happy no one has answered my question above come on!

EDIT by Ashen: To remove double post. Have patience, and read the rules.

#82
Ok... not sure what out of function area means... I am thinking I should have typed function at the start of the code...? I am not sure what you mean by the offset bit sorry. Where do I replace the x y with small numbers? For example would 3 for x and 3 for y be ok?
#83
Ok I did all you told me to do (but bit confused by the offset x/y instructions, not sure what you mean.. there are a lot of x and ys in the script, which ones should I change to numbers?) and I went to test game but it came back with an error message:

"problem was in: Internal character defines
error line: 81 (in my script thats where I placed, within the rep exe). Variable gOverhot is already defined"

And then.... it interestingly came up with a 2nd error message rite away saying "this error occured in an internal AGS script. This should never happen; try reinstalling the latest AGS"  ummm???? Is there a recently upgraded ags program I'm not aware of? I know I've not been here so regularly of late, but havent visited the main ags website to see it so maybe I've missed it. Do you know anything about the 1st error message?

EDIT: Ok I went back and had a look, I put the name Overhot in the script little box, and now I have deleted that bit, yes u didnt mention that so I think I went wrong there lol ;). Anyway that went and the 1st error message didnt pop up, it proceeded to save the game and then a new error message came up - this time
"Problem in: Global script (obviously! lol)
Error line 64 Expected Integer value after "="
(copied and pasted line 64 here for you: int c=System.ViewportWidth-gOverhot.Width;
#84
Thank you KrisMUC and SSH!! ;) I am going to try both, always keen to try everything. My head is full of cobwebs, I remember last I spoke of those modules, and I will give that one a go. Many thanks again
#85
Thanks KrisMUC
I kind of still don't fully get it, I know its silly that I cant, but I havent done this for a long time, and only just came back to working on my game. I'm not exactly sure where to start with this gui... starting point to ending point though I think the ending point is putting the code in the global script. Where do I start....? Sorry I'm not an experienced programmer, I'm learning but have never studied it professionally.
#86
Ah I think I can help with this one... you will have to test it out a bit to get the right size. But here is how you start. Go to the room editor, go under Areas which is a sub category under Room Editor. See 'zoom level' - the number in it in %, you type a number, maybe it will be 50% or 200% or 30%, but keep trying different numbers til you get the size of the character you want for that room, also tick Continuous scaling, because this lets the character get smaller as it walks further north.

(please correct me if I'm wrong with the continuous scaling part but I believe thats what happens, if not, then it will be unticked for the character to become smaller with the perspective). I hope this helps. As I said, just keep testing from there. :D

Forgive me if I am posting in this post cos its already solved, but starting here sorry.
#87
Hi Radient thats a good one, I am now at this stage of learning how to do this particular feature and I would like if someone could please expand on this a bit? This gui if it is going to be made in the gui pane, how does it get directed to the particular hotspot and in that particular room? Is any further scripting by the game author needed to be done?
#88
Ok... when I first start the game its fine, then I go inside the wagon (which is the new room I just added tonight after not using AGS for so long), then I come out of the wagon back into the original room, and the characters are all washed out as seen in the picture below. Then I go to another room on the right or left and the characters are fine again, then coming back into that original room, they'e washed out again.



MODIFY:
I just remembered I accidently did something in the room interactions pane, when I clicked on one of the interactions to edit it, such as New Room and clicked Change, then in the new box "Configure Parameter", the 'variable' Room Var I added something with value of 0 then changed it to 5, but still does not work. How do I delete this variable? It wont delete. I wonder if this accidental variable I did caused this wash out?

2nd EDIT:
Ok sorry, this has been solved. I played around more and found where to fix the washed out problem. I apparently did have this issue a year ago, so found my post from last year and realised the washed out issue was in a complicated place - the region area field even though I didnt touch the regions. It seems to automatically change itself if you add a room from the 1st one. I do not understand why this happens.... but I changed the numbers to 0% in lighting under regions field. Its all coming back to me (fast, thank goodness. *feeling like a fool as I should be more experienced by now*) ;)
#89
Ok here, feeling stupid, have just come back to using AGS after a long hitatus (thanks to working), I have just been adding a new background and tested this. When I entered the new room then exited it, back into the original room, all the characters in the original room changed to a semi transparent, making them look washed out. I dont even know how this happened! I havent even touched anything that has anything to do with colour scaling. What happened was, I went into the character tab on AGS and added an interaction with a character (which is a wagon) so that I could enter it as a new room. Does any one know how this could have happened? I have tried to find the scaling transparency thing but being away so long I dont even remember (cursing bad memories! :D) please dont suggest the tutorials, I have looked and yes searched but its too broad sorry. I just dont have a lot of time to go through it again, and I'm sorry I have to ask this question.
#90
Critics' Lounge / Re: Character art
Mon 05/11/2007 14:02:48
Wow auriond :) once again I see your beautiful talented work! I really like that drawing of the guy holding the model manequin. For some reason, I felt a calming relaxed sense when I looked at him, as though as he's taking time out from day to day stuff, even for just a few minutes and it just looks relaxing. U have done a beautiful job!! Here here to our talented auriond! Yes the adaptation you made to his leaning body backward looks better :). Really keep up your art, I always enjoy looking at your work. Anyway guys, I am back on here for a bit, have been away doing 3 jobs which is sooo awful but have to earn the money so I can sit down and work on my games and all that (and my art as well! :D). Again fantastic coming in and seeing the work ;)
#91
Wow! Thats all I can say! I'm adding this game to my list of anticipated games to play. Did you do those in photoshop, and did you draw them then scan them to computer to draw in colour? Well done! You've got talent and I mean real talent with these graphics. I will be keeping my eye out for your game.
#92
Wow Ivan!!!!!! Another game by you, I love your games and really cant wait to download and play this game! :)
#93
hey TheJburger that is excellent!! What program did you use to make that one?
#94
hey Sinsin, that is a brillant drawing for a quick drawing. At this stage I'm not sure what I can give in criticism. It really looksl like it will be a very interesting background and a game. Are the spikes rockery as well? Here is an idea for those, the bases of the spikes could have some definition, shadows, some cracks and impressions going up a bit - with broken lines along the way. Maybe curve the base of the spike thats in the middle of the cave/room, curve like a smile that is. Perhaps some small mound around the base too, lumpy mounds. The rest of the picture is excellent and I cant wait to see its progress. Good luck with it and keep us posted :)
#95
Yes on 2nd look, now that you mention its a bit too fresh for the story, you could desaturate it a bit more, darken it, but leave some tiny parts of it a little brighter than the major areas, but mostly all darkish.
#96
I really like the latest edit, it keeps improving and I like the light that comes into the room via the windows, it gives a more realistic look and the blood looks much more realistic too. I really look fwd to seeing this room in a game :)
#97
zyndikate zyndikate zyndikate!! Wow!! That bg is just totally amazing! I hope, really hope that you will use it in a game! To others, you have done a great job too!!! I hope I will have time to finish a background for this comp, I am goin away this weekend for my bday but hopefully when I get back I can finish it in time.
#98
Hey I will go change my entry and you can see my previous post where I put my entry and I hope its within the colour limits. I saved it for web and went many colours less. I get confused with the colour limit thing, don't fully understand it yet and find the limits hard too lol. And I'm a she by the way.
#99
I will try and join in this one and I will modify this post once I have worked on my entry. :)
#100
Here is mine :)

my talking car, Bigmum



EDIT: I hope I've fixed the colour limit a bit - it may still not be 25 but its much much less colours! ;)
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