Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - jamesreg

#41
I understand the basics of doing a mini game where you use the command launch another ags game from within a game.

But I have a question about that is it possible to make it where you can only launch the mini game from within another game
and fix it to where the player cant go into the directory and launch the mini game on its own?

#42
I have a room I created which is a scrolling shooting game.

I have an 800*600 gui  and a custom mouse cursor in a room larger then 800*600

when I play the room by loading the character into the room by itself the room scrolls and works correctly

however if i try to load the room via normal game play as you would get to the room normaly the room does not scroll.

I am sure the answer lies in that some other pre loaded commands are getting in the way where when its loaded on its on those commands havent been loaded
if all that makes sense

anyone off hand think of anything that might be causing it?
#43
I have a scene where I am using a scrolling background
I have created a sprite 800*600 to take up the whole screen and set that sprite view to my characters current view
which is the view as if though binoculars.

doing this allows me to scroll the screen back and forth

I am using the mouse as a cross hairs for firing at hot spots on the screen.

so you have to use the arrow keys to go back and forth while at the same time using the mouse to positions the cross hairs on the objects you want to fire at.

this is working well and have full level scripted out and everything works beyond what i wanted it too.

There is only one problem when pressing the left or right arrow to move after I have shoot at the correct location on the screen and preparing to goto the next location i have lag or delays it just doesnt want to get started sometimes and i have to press the key more then once

this is causing havoc cause i have the whole scene on a timer and have just enough time to go and shoot all the locations without this lag counting in.

anyone know why it is hanging up like that or what could be some of the causes?

I seriously doubt its room size room is 4200*600   I have read on here people having larger rooms

anyway any ideas would help as to why the keys seem sticky.




#44
I have a scene where I need to move a scope around the screen my normal backgrounds are 800*600 I have selected a much larger background for this scene
So that I can have a scrolling room.

I have created a character and set his view to an 800*600 transparent image of a scope.

this all works find except I need to figure out how to make the character/scope image follow the mouse when moving it so that it appears the scope is moving around the screen by use of the mouse.

#45
Quick question.

I had my game set up where you had three avatars for three different characters then you would click on an avatar and it would make that character the playable character and display that characters inventory items.

while beta testing this with a few friends I kept getting comments that the making each character playable wasn't really needed and was acctully causing some confusion on somethings.

this works out for me cause its easier to script if i don't have multiple playable characters and it doesn't total fit the plot anyway.

so anyway I changed the interface where I still have the three character portraits but instead of making the other characters playable when clicked on it will simply display their inventory items and allow you to select items as if the main character is giving an order for the other characters to do something. This works well for my game and better then the way I had it.

However one problem now that I did that and turned off the make the other characters playable.

I get an error message that says that character does not have that inventory item.

Which is because the main character does not have that item.

So my question is this is it possible for one character to have multiple inventorys?
or even an easier solution is it possible for me to do something like this

switch inventorys back and forth for example

if i have active players inventoy A  and i click the avatar for character B can I script it and tell it to switch active player A'S inventory with character B's inventory and so on

basicaly I will need to have be able to switch back and forth between three characters inventory boxes but have it accessable by the main playable character.

im thinking there should be an easy way to switch inventory guis between characters back and forth
#46
I been looking around for this but find multiple answers all different and most about text windows.

All I am doing is using the displayat command to display text to a certain location so it appears to be written on a gui

I need to know how to change that font color Im not using a text box or anything just the displayat command
#47
I have two questions

1) is it possibly to create a text box which does not change size according to the text but always stays the same size?


2) how do you display text overlay onto a normal gui without using a text box and without making the gui transparent?
#48
I have a list of games I would like to make in the future as my website is going to focus on making games based off of Televisions shows of the past I wanted to make something at some point that would appeal to the female game audience as well.

One of the ideas I had was to make a soap opera based game of some kind.

Problem the only two soap opera's I can honestly say I watched in my life was Dallas and Dynasty and even being a guy got to admit I loved Dallas something about JR that was cool.

Anyway I always thought that Dallas and the Ewing oil struggle would make for an interesting game both for male and female players.

It could involve some type of business simulation style aspects where you would acctully run Ewing oil and try to squash your competition

JR could achieve his goals by having to seduce the other CEO's wifes and gain valuable blackmail information to use against the other CEOS and then do a JR style takeover or scheme.

another interesting aspect could be to allow the game to be played two ways depending on your personality or style with both brothers in the title role JR if you want to do it the down and dirty way and bobby if you want to play it straight  but would be more hard to do. 

the storyline where they had to compete for the company after the fathers death could make for a very interesting gameplay as well.
and of course throw in a bunch of family drama and semi adult situratins and you have a soap opera game.

Dallas famous cliff hanger approach would work perfect at the end of levels as well.

Anyway one of my goals was to make games off old movies and tv shows and keep them alive in some way

Does anyone even still remember Dallas or dynasty or any of these shows and is there enough fans around to appreciate such a game?
#49
Im still trying to learn if and else statments and using bools


This is working right except the way I want it exception of

it repeats all three dialogs when using the medscanner
and it repeats all the dialogs when its supposed to justr say hes healed

Its turning on and off the bool and working with my other scripts I have set up to interact with it

I am sure I am missing some else statements or to declare something somewhere of have brackets messed up.

I have been working on it trying to figure out what it is I have done wrong once I do I am pretty sure it will click and be
like everything else ill me like oh man that was simple lol.

also I plan to replace the say commands in this script with ddialog scripts but useing it this way to test it till i have it working right then will replace




function csick_UseInv()
{
if (player.ActiveInventory == ihypo)
{
 
  PlaySound(15);
  player.Say("I cant heal him unless I know whats wrong with him");

  if (Scanned)
  player.Say("hes' healed Jim");
  Healed = true;
   
   if (Scanned && Healed)
   player.Say("there is nothing else i can do for him hypo");
}

if (player.ActiveInventory == iMedscanner)

{
PlaySound(11);
player.Say("I am scanning him the first time");
Scanned = true;

if (Scanned)
player.Say("hes already been scanned");

if (Scanned && Healed)
player.Say("there is nothing else I can do for him Medscanner");

}
}
#50
One of the upcoming scenes I want to do will involve wanting to have a crosshair style mouse cursor which will scroll the screen quite a ways left and right and up and down slightly to find a location that you will have to shoot at.

Now my questions are

is this possible with ags?

What is involved with making it so the mouse cursor will move the scroll the screen in the direction it is moving?

Can this be done with fast enough speed for what Im wanting to do?

What is the max size of a scrolling screen in ags?

And is it possible to display coordinates of some kind on the screen that you would have to find and fire at?

#51
I need my characters to goto a room

once on that room I need to do the following things

have the characters try to talk to a npc character
interact an inventory object on him
interact a second inventory object on him
talk to him a second time

i need all of these conditions meet before the player will be allowed to leave back out of the room.

I kinda understand the principle behind this im sure I have to set some kind of global variable and tell the room script to check
and see if these conditions have been meet

but im still way to new to all this to understand exactly what I need to do cause i know its a two or three step process

can anyone help with this
#52
I have the sierra style back grounds showing up as well as figured out how to do graphical overlays and have my avatar pictures showing up is it possible to display the avatar pictures inside the same box as the text?
#53
Does the sierra style backgrounds and such only work with a text overlay and not with the say commands?

what im asking Is i have figured out how to turn on sierra backgrounds and have it working when you use a text overlay
it displays the text in a box

can this be done with the say command or DisplayMessage as well or just with a text overlay
#54
I have a question I have been messing around with the  cEgo_Look and cEgo_talk  from the side menu and did not realize until i was half way into it that when you use those fuctions it puts it into the global script this is ok for inventory items and such that will have the same comments all the time

But for example Im trying to use the  cEgo_talk command just to have a character say something in one specific room if its in the global script hes going to say the same thing every time.

I tried typing cEgo_talk  in the room script but it does not appear to work that way i typed it same way it would appear in the global script
what am I missing
#55
Say you are using character avatars and special text boxes for a multiple character game where you can at any time switch between characters.

You want each character to be able to look at objects on the screen
but you want to be able to display the proper avatars and text boxes for that character.

How do I let AGS know that character A is the one looking at the object vs character B

sorry figured this one out on my own
#56
I have an issue I have multiple characters and who all have their own inventory items.
I only have one player set as the active character and do not want the other players
as the active character. However I have it set up that if you click on another character
you will get their inventory window and from there I wish to allow my main character to select
an item and use it on hotspot or object and then have the other character to do something
As if im ordering the other character to do something.

Example back to trek game spock has a tricorder but kirk does not I want kirk to click spocks tricorder and select an object on screen
for spock to go and scan

Now when i try to script this I get an error message saying cant select that as active inventory because the main character does not have this item.

how do I get around this and script this right
#57
How would I go about taking the currently active inventory item and be able to display it in a seperate small window like next to a character portrait or something like that and have it change anytime you change the active inventory item.
#58
I have an issue and been looking in the manual and can not seem to find the specific command for thisI'm sure its doable however as it is simple.

I have things set up where I have the main player character and several other characters that will be walking around with him .
I have it set up that on the bottom i have 3 gui's which feature an avatar portrait box, a text dialog box and an inventory box

When I do dialogs and such I switch back and forth between these gui sets
I do not want my other characters to be fully the active player at any time but do have it set that if you interact with another
player it will briefly show their avatar, text box and inventory and then switch back to the main character in a few mins if nothing has
happened.

all this is working fine except one issue what is the command that say I want to have an inventory box on screen but one that does not belong to the active character so that I will be able to access and inventory item.

example its a star trek game you will be captain kirk and you want to click on Dr mccoy and have him use his medkit on a sick person
only kirk stays the active player and the medkit is only in mccoys inventory how do i display on his inventory box but keep kirk as the active player.

thank you
#59
I need to change the default mouse cursors.

I would like to totaly do away with the pickup and usinv cursors

i want the mouse buttons to do this

left click

Interact mode
pick up mode
click on inventory item and make it the active inventory and become the useinv function


right click
if active inventory item is selected deselect and return to interact icon

if no active inventory item is selected then scroll between cursors thats enabled

mouse wheel
scroll between cursors thats enabled
#60
I have an issue that I'm sure is simple to figure out butI'm still to new to this to understand fully what I need to do.

I have a game based off Star Trek which will have to have multiple characters that will be playable during landing party missions.

I will need the play at random to be able to select various characters to play and switch back and forth between them

I have that part figured out and working but my problem is this.

I have it set up that for example you use the Look icon to look at a rock on the ground

the response would be an avatar portrait of the character appears with a special text box gui I made custom for each character.

This works just fine as well however when I switch characters and they look at something they are getting the main character I scripted avatar and text box

I need to know how i tell it to check and see who is the active player and then pull up the correct text box and avatar

I know its something simple like a simple check to see if active character is so and so and do this or that

But I could use a point in the right direction if someone doesnt mind
SMF spam blocked by CleanTalk