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Messages - katie08cd

#21
first of all thank you both for the answers, you are very kind, thank you thank you, I did not know that you could change frames for this I am in difficulty, now in the photo I have created a transparent gclock GUI, with the frame button 00 in it (0 : 00) now if I want to create a simple thing like, I enter the room, a time starts that after 20 minutes of play, must change the frame, what command should I use for this? then the same command must be repeated 24 times, (to create a clock effect animation) and continuous cycle, I don't have to do anything complicated but just to understand how it works, that at a certain time it can change frames, thanks



per prima cosa vi ringrazio entrambi per le risposte, siete molto gentili, grazie grazie, non sapevo che si poteva cambiare frame per questo mi trovo in difficoltà , ora in foto ho creato una GUI gclock trasparente, con dentro il pulsante del frame 00 (0:00) adesso se voglio creare una cosa semplice del tipo, entro nella stanza, parte un orario che dopo 20 minuti di gioco, deve cambiare il frame, che comando devo usare per questo? poi lo stesso comando va ripetuto 24 volte, (per creare una animazione di effetto orologio) e ciclo continuo, non devo fare nulla di complicato ma tanto per capire come funziona, che ad un determinato tempo possa cambiare frame, grazie
#22
hello thanks for replying, then I apologize because I understood to create a GUI and inside that gui to put the clock frames (which are 26) but I realized that you cannot import frames in the gui, so I ask , to use your code what do I have to create to make animation? a character, an object, what is created to animate, sorry for my ignorance on this issue :)
#23
that I can't make an animated sequence in GUI, right? because my watch, at 26 frames, or maybe it can be done but I have never tried it
#24
wow, hello thank you, as soon as I fix my AGS I try immediately, I'm remaking the game again because I changed a main room and now some chars don't go anymore, and then in the game I found various functions so better to start again with code clean, however I did not understand the part of the frame, in the sense that I did not understand how to create frames within a GUI, I can change the background and add a button, but I am missing the fact of how to add other frames, but you have you already tried everything? does it work can you create a small executable? Thanks for your patience :)
#25
I have to create a GUI, with the clock button and inside put a script to change the frame, right? and which variable I should use I am not so expert, if in the game I start the GUI (excellent solution by the way because it is safe until I do .visible = false will be displayed) but how can I set that every 20 minutes of real time it moves one frame at a time, and in that frame for example 5 o'clock in the morning, it displays the object 0, because then I have to set my method 4 primary objects for each room, for example
object 0 dawn
object 1 day
object 2 sunset
object 3 evening

in each room I have to put 4 primary objects in such a way that I create a nice day-change effect in the game

great idea the GUI thanks, now I need a way to create the script, if you can give me an example of how to create it,

in my opinion the GUI gOro24, must use 26 continuous loop frames of about 20 minutes, also if the frame moves to the hours, it must follow this pattern

frames / minutes / objects
frame 10 = 9 in the morning
object 0 disable, dawn
object 1 true, day
object 2 disable, sunset
object 3 disable, evening


01 = 20 minutes = object 3 evening
02 = 20 minutes = object 3 evening
03 = 20 minutes = object 3 evening
04 = 20 minutes = object 3 evening
05 = 20 minutes = object 3 evening
06 = 1 minute = object 0 dawn
07 = 19 minutes = object 1 day
08 = 20 minutes = object 1 day
09 = 20 minutes = object 1 day
10 = 20 minutes = object 1 day
11 = 20 minutes = object 1 day
12 = 20 minutes = object 1 day
13 = 20 minutes = object 1 day
14 = 20 minutes = object 1 day
15 = 20 minutes = object 1 day
16 = 20 minutes = object 1 day
17 = 20 minutes = object 1 day
18 = 20 minutes = object 1 day
19 = 20 minutes = object 1 day
20 = 1 minute = object 2 sunset
21 = 19 minutes = object 3 evening
22 = 20 minutes = object 3 evening
23 = 20 minutes = object 3 evening
24 = 20 minutes = object 3 evening
25 = 20 minutes = object 3 evening
26 = 20 minutes = object 3 evening
#26
thank you for the advice, but unfortunately for me the program is in English, so I have to translate what you say with google translate (and the translation is not always right), then I have to try and try again until I get a result, thanks again everyone
#27
hi thanks, a question my watch must be a character or a view? however my clock must change time every 20 minutes, the game starts at 9 in the morning, then for example if the sprite of 5 in the morning, I have to change objects like dawn if I am in the city or traveling with the carriage, in the end I just have to calculate 4 scenarios, sunrise, day, sunset, evening, sunrise and sunset are a few minutes, while day and evening last longer, and I have to do all this in 8 hours of real life which result in 24 hours in the game , so every 20 minutes of real time changes an hour in the game and repeats until you finish the chapter, then in the next chapter I start a new time, new assassins, new suspects, etc. etc., maybe I should write a script with 24 voices, sunrise and sunset will be 1 minute each, while day and evening will last, day 280 minutes, evening 200 minutes

01 = 20 minutes
02 = 20
03 = 20
04 = 20
05 = 19 + 1minutes animation sunrise 200 minutes total evening
06 = 20 animation day
07 = 20
08 = 20
09 = 20
10 = 20
11 = 20
12 = 20
13 = 20
14 = 20
15 = 20
16 = 20
17 = 20
18 = 20
19 = 19 + 1minutes animation sunset 280 minutes total day
20 = 20 animation evening
21 = 20
22 = 20
23 = 20
00 = 20

I forgot, obviously in every room of the house or building or in the street, the clock runs normally, while if the character selects a point at the destination, such as going to the police or the crime scene, I should calculate them the theoretical time of 1 hour or 2, since I use a carriage with horses (1898) the game takes place
#28
hello thanks for the answer, no it does not work in real time, the time then I decide it according to the mission but I believe 6 hours of real game = one day in the game, the timer always moves one hour in the game, the but idea is that the game starts on October 1, 1898 at 9 in the morning, so if I calculate in the right way after 30 minutes, 10 will start, etc. of sunset, while if it is 5 in the morning the background of dawn comes out, even when I use the carriage to go to a place it must change animation of the landscape from day to night, then for bad weather that is decided throughout history,

yes I would like to create the code with the analog clock skin as seen in the photo if possible, thanks, if you want I will send you the files with the animation if you want to try, the game starts at 9 in the morning
#29
Beginners' Technical Questions / ANALOG CLOCK
Sat 18/01/2020 21:06:15
hello everyone is it possible to create an analog clock in the game? that goes on its own without blocking anything, and that during a certain animation, you can give the command to change the background or props? thanks, in the meantime I created a characters clock with a 12-frame loop, only that anyway the animation starts but it ends and then if I send it to other rooms the animation starts again, instead I would like it to be a fake clock but with 12 hours, in fact I created 12 frames for this, I would like to find a solution thanks

ciao a tutti e possibile creare un orologio analogico nel gioco? che vada per conto suo senza bloccare nulla, e che poi durante una certa animazione, puoi dare il comando di cambiare sfondo oppure oggetti di scena? grazie, nel frattempo mi sono creata un orologio characters con loop di 12 frame, solo che comunque mi parte l'animazione ma finisce e poi se lo mando in altre stanze riparte da capo l'animazione, io invece vorrei come se fosse un orologio finto ma con 12 ore, infatti ho creato 12 frame per questo, vorrei trovare una soluzione grazie

#30
Quote from: LimpingFish on Tue 24/04/2018 19:22:43
Hello. :)

The recruitment board post requirements can be found here. If you could update your post with more information, that would be great.

Good luck with your project.

ok thank you :)
#31
Quote from: Crimson Wizard on Mon 23/04/2018 16:47:17
Quote from: katie08cd on Mon 23/04/2018 16:33:42
it was better if I could do it as an object, and then put it in a layer below, so that underneath me the background and I could give it a setsize, and the objects above could be seen, pity that you can not level the objects

You can level objects using Baseline property.
The lower Baseline is, the "farther" object is drawn.
Try setting Baseline to 1, then object will always be behind anything else.

ok baseline 1 work,I tried with a 20 frame view but I do not like the animation, I think you can not set a zoom level of the room that from 820x620 is reduced to 800x600 but slowly

#32
do you know any site where I can find sprites and backgrounds?

thank u :)
in my game I can create the interface, the programming and the music, but the fact of the graphics are not good
#33
Quote from: Crimson Wizard on Mon 23/04/2018 16:45:01
If you are calling it using QuitGame(1), then you cannot change it, it uses a built-in GUI.

You will have to create your own Quit dialog GUI, set it up like you want, then show it on screen normally, like you do with the options menu, and script reactions to pressing Yes/No buttons.

yes thanks :) I make a new one

done
#34
can I change the graphics of this panel? I miss only this to change to be in theme with my game



my graphic
#35
Quote from: Danvzare on Mon 23/04/2018 12:03:15
One way to do it that comes to my mind, would be to import the background with all of the objects and characters visible, as a sprite. Then assign that sprite to a new character, and set the scaling of a new blank room so that the "background" character starts off slightly small, and then gets slowly bigger. Then all you need to do is switch to the actual room that it's zooming into after it's finished, and the crossfade should trick the player into thinking they just saw that room actually zoom in.

The only downside is that you can't move while it's zooming in, and you have a lot of editing to do if you want to change anything in that room.

it was better if I could do it as an object, and then put it in a layer below, so that underneath me the background and I could give it a setsize, and the objects above could be seen, pity that you can not level the objects
#36
i need in my game (room brain) the background change size

my idea: background 820x660 enter in room in fade in and change size (very slow) to 800x600 and after return 820x660 (very slow), what command should I use?

thanks, and sorry for my english
#37
Quote from: Crimson Wizard on Fri 20/04/2018 22:50:24
Quote from: katie08cd on Fri 20/04/2018 22:37:01
wow :) ok work but crash maybe I have to assign the new character while I open his inventory, of the type as player?

No, I think it should work without that.
When it crashed, what was the error message?
Are you sure you put correct ID?

I solved creating a room (brain) a new inventory with ID4, the ID4 character assigned to his room (brain) and before entering the room (fade in) I put the setasplayer command, it works but I have to fix the inventory buttons, because I do not allows you to exit the inventory, we see that importing the GUI uses the names of the first, however, thanks I'm getting close to what I wanted, making tickets with the clues of the game and then hook them to the right combination

sorry google translate
#38
Quote from: Crimson Wizard on Fri 20/04/2018 21:49:49
Quote from: katie08cd on Fri 20/04/2018 19:33:19
thanks to everyone, or I was thinking of creating a second inventory and when you talk to a character while you say goodbye, you add an inventory object (piece i card) but only in that second inventory, so that you can then make the combinations to finish the mission

could I also do it this way? create a second inventory and how can I do?

In AGS a Character may have only one inventory, but you can use second "dummy" Character for second inventory. That dummy character will never be shown anywhere, but you may access its inventory and display it on screen just like you do with real character.
You can create multiple different inventories that way.

When you have InventoryWindow in the editor, there is a property called "CharacterID". Put an ID of dummy character there to display its inventory.


wow :) ok work but crash maybe I have to assign the new character while I open his inventory, of the type as player?
#39
other example from sherlock game
#40
hi thanks, the hand is only put in the rooms where he says he can go on, for the code that you say what should I change?
I did not know then that in the GUI I can put animated objects :)

function hnext0_MouseMove()
{
if (mouse.IsModeEnabled(eModeLookat)) {
  oHandx.Visible = true;
  object[0].SetView(6);
  object[0].Animate(0, 5);
  object[0].StopAnimating();
  oHandx.Visible = false;
  }
}
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