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Messages - homey3

#21
I tried both the inv color command and the set dimensions command in both the global script (in game_start) and in the gui script and neither made a difference.  Is there somewhere else this is supposed to go?
#22
I'm going to try the game.sierra_inv_color command in the script to see if that changes the background color. 

When I say the size of the items hasn't changed I mean the size hasn't changed from when I used the default gui inv and the spacing was fine.  I say this to show that I just need to find out how to make the new gui the same as the default gui in that regard.  Can you explain more about the inv dimensions and how I can change it to the default 40x22 you mentioned.

Thanks
#23
put GUIOff (STATUSLINE); in between the {} under game_start where I put the text speed and text gui commands.  The statusline is still there, though.
#24
Is there a way to make the hand do the "talk to" interaction?  That way when the new hand cursor is clicked on an inventory item it will run whatever you told it to do when "talk to" is clicked.  This would be a lot simpler.

The background of the inv gui is the same, gray.  But the actual background of the window where the inventory items are shows is not gray as well instead of black as it is in the default.

The size of the inventory sprites has not changed and it looked fine in the default gui.  Now, some sprites are overlapping some other one and it's just a bad mess.  I haven't changed anything except for adding that button.

And all the buttons are set to run script when left clicked except for the hand icon which is set to cursor mode.

I need the hand icon because there are many things that require this interaction.  For instance, opening items, feeling items, etc.

Thanks for your patience.  I'm so confused!

Jonathan
#25
Okay, thanks for the explanation.  I changed that in the global script.  I can't seem to find "other click on inventory" in the gui though and I'm unclear exactly where to paste
if (GetCursorMode() == 8 ) {
        //whatever you want to happen
      }

Also, do I need to put anything in the brackets there or can I make it so that it will do one of the not already used interaction options (like talk to) in the inventory interaction editor?

EDIT - Also, I just tested the game to see how it looks and the inv sprites are all over the place instead of equally spaced like in the default gui.  The background of where the items are is also not black like the default gui.  Why the difference?  Is there not a way to ONLY change the addition of the hand button without changing all that other stuff?

Edit2 - Also, the new GUI won't allow you to click on ANYTHING so the game basically locks up at that point.  Help!

Thanks again for your patience!

Jonathan Grant
#26
I just saved it as a sound effect and did it that way.  It works at least.
#27
I hate that ugly thing taking up space on the screen when I don't use it in the game.  It just ends up being an ugly bar there and now all of a sudden it even covers over the iconbar when brought up. 

How can I get rid of it so it doesn't show up on the screen?

Thanks.
#28
Works great.  Can you edit this in the individual room script so that my credits (for the end) will have a different speed and gui than the rest of the game?  I tried just pasting the game.speech_text_gui = 5; in the room script but that didn't work.

Thanks!

#29
Okay, so in the global script where do I put them?

game.text_speed
game.speech_text_gui

Do I put == next to them and then the number or do I put the number in parenthasis beside it or what?

I placed them within the first set of {} under gamestart and it said there was an error.
#30
Thanks!  I appreciate the manual reference.  I always try to look there first so I don't waste space posting it but I found nothing nor did I even know what to look FOR.

Jonathan GRant
#31
Is there a way to make the messages stay on longer before they automatically go off?  I know you can make it so the player must click before it changes, but I do need it to go off automatically, I just need not to happen as fast.  Thanks
#32
Beginners' Technical Questions / song not loop
Sat 07/08/2004 09:30:52
I have a song I need to play through only once and not immediately repeat.  Is there a way to do this?

Jonathan
#33
I'm working on a game and am interested what you all look for in a good adventure game (specifically) to make sure they are incorporated.  When you vote for the awards what do you look for?

Thanks.

Jonathan Grant
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