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Topics - iamlowlikeyou

#21
I have created a GUI, in which I created a label.
For that label I select Font 3, which is a truetype font I imported myself.

In the editor the label font shows correctly, but when I run the game the default font shows on top of the imported font, showing the same text (that being the text I entered in the label).

Any ideas what could be the cause of this?
#22
I have just completed my first game!
It's located here:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1376



As the title suggests, the game plot concerns the Agnostic Chicken, who wakes up and realizes he has lost his bottle opener - thus he is hurtled into a tiny, yet glorious, quest for finding a new bottle opener, to make him able to enjoy his morning beer.
To be honest, it shouldn't take more than 5-10 minutes to complete the game :)

The game features giant pixels ala Kings Quest 1-4, but in 16bit color.
I have tried to do a Lucas interface.
Finally, the game features great 8bit music.

Please try it out and let me know what you think!
#23
I have tried using this:

Quote

There's an outstanding request on the tracker for an automatic cursor change but it has not been implemented yet.
And you can't currently get the position of the room edges (tracker entry), let alone check if crossing them would lead to another room.

For now, you would have to do everything manually, for example:

Code:

// room script

#define EDGE_RIGHT 300;


Code:

// script for room: Repeatedly execute

 if (GetViewportX() + mouse.x >= EDGE_RIGHT) { // if mouse over right edge
   mouse.UseModeGraphic(eModeArrowRight); // eModeArrowRight is a custom cursor you have to create in the editor
 }
 else mouse.UseDefaultGraphic(); // if not over right edge, revert current mode to its default graphic


You will have to tweak things depending on what control interface you're using (MI-style, Sierra-style etc.).


My room code looks like this:

Code: ags

#define RIGHT_EDGE 316

function repeatedly_execute(){
  if (GetViewportX() + mouse.x >= EDGE_RIGHT){
    mouse.UseModeGraphic(eModeRight);
  }
  else{
    mouse.UseDefaultGraphic();
  }
}


However it's not working. Can anyone tell why?
Thanks for your help.
#24
I need this for making cutscenes...
Or perhaps there is a better way to do it?

The thing is, I want to make a cutscene, where only the background of the room is visible - also the player character and
mouse cursor needs to be invisible. So I was thinking there might be a script, that could solve all these in one,
instead of having to run visible=false commands on all the elements one by one?

And another small question when we are talking cutscenes; is the best way to make cutscene fullscreen animations to create a fullscreen gif anim, or is there a better way?
#25
I have encountered a very weird error in one of my dialogs;

I have written the dialog like always,
yet the dialog is run through like a chain of Say commands.

That means, when Ego performs the cChar_Talkto action, the dialog options are not listed like usual, instead all options AND cChar's replies are run like a chain of Say commands.
This makes no sense to me - the only place in the globalscript the command is mentioned is:

function cOldMan_Talk(){
   player.Walk(150, 150, eBlock);
   dDialog2.Start();
 }

And, like I said, the dialog is written just as usual.

Any idea what could be the cause of this?



PS. the return command is in order, so that can't be it.
#26
Sorry for posting so much, but once again after hours of searching, I can't find anything on this anywhere...

I want to make a basic "use inventory with NPC" function, that only applies when the mouse cursor is set to the inventory item graphic, like in Sam n Max Freelance Police (and most probably many other games).

I have tried figuring out the code myself, and ended up with this, but apparently it is not entirely correct;

function Girl_AnyClick(){
 if (iTeddyBear.CursorGraphic){
    //some scripting
}
 else{}
}



I don't know if it's AnyClick I should use, or if there's a better option, and I don't know if the (iTeddyBear.CursorGraphic) makes any sense in this context either...

Any help would be greatly appreciated.
#27
I'm using this code:

function Girl_Talk()
{
 player.Walk(160, 100);
 dDialog1.Start();
}


If the the dDialog1.Start command is enabled, the dialog starts before player has walked to the Girl character.
But if I comment out the dDialog.Start command, player walks to the Girl.
It seems that the dDialog1.Start command somehow overrides the player.Walk command?

Thanks for your help!
#28
I have been searching for some time now for a beginner's guide to creating an inventory from bottom.
I bet it's just me, but I can't seem to find one anywhere...
A link to such a guide would be greatly appreciated!

Thanks. ;D
#29
Does anybody know if it's possible to have a dialog option trigger a hotspot on/off or change the events of a hotspot?
And if it is, is it possible to have it trigger abilities of a hotspot in another room (actually I'm not sure, if dialogs are room specific...)?

Any help would be much appreciated :)
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