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#21
no dont need it, thanks for yuor help, am leaving the skip option just on the mouse now, makes sense
#22
yes that worls fine

in fact you can change the speech skip from general settings and that also works

thanks
#23
Hello
I am using the code bellow (in global script - repeatedly execute) to change the cursor mode when a certain key is down, which works. However when in say look mode, if the character looks at a hot spot, the message it is supposed to display only appears for a mili secound.

The code and message works whe the last line of code is removed but then once say, look mode is activated, it obviously stays in look mode and wont revert back.

Is repeatedly execute the right place or is there a better way of writing this?

Code: ags


 if 	(IsKeyPressed(76) == 1)  {
	SetCursorMode(1);//set to mode look
	}
else if (IsKeyPressed(84) == 1)  {
	SetCursorMode(3); // set to mode TALK
	}
else if (IsKeyPressed(85) == 1)  {
	SetCursorMode(2); //set to mode USE
	}
else SetCursorMode(0);  //set to mode walk


thanks
#24
Hi,
I have been using after effects to compress the video. I have just tried using windows movie maker and it works fine. I gues there is some kind of problem with the way after effects makes the wmv as its fine with other types of compression.

problem solved
;D
#25
I have formatted my video to the wmv (windows media) video. When trying to run it in the game it plays a bit of the audio (no image) then crashes the game. I was under the impression that ags would play anything windows media player would play. And since wmv is a windows media player codec i would expect this to work best. Or am i wrong?
I figured this would be the best codec as every one with a windows system should have it. And in addition it produces really low file sizes.

thanks leftism
#26
This website is still blocked. Have i missed its unblocked time and its been blocked again?
#27
another question already. In my game i am not using the cycle cursor way of interacting but instead using a similar interface to full, throttle and monkey island 3. The problem with this is that the cursor always needs to be in walk mode when the gui's are off. This seems to be rendering some of the vital preset hot spot, object and inventory interactions useless, for example you cant porocess anyclick on hotspot in walk mode. To try to get around this i tried changing the cursor mode when the mouse is over the hotspot but then it stays in this mode after. I tried having a second hotspot incircling this one saying revert back to walk mode but it did not always work.

Now i am scripting it all in repeatedly execute using coordinates to create certain global variables but it is becoming very complecated as both inventory items and the gui are using the same variable in different ways.
I realise this is a bit of a ramble but i was just wondering if anybody has tried using this style of interface before and nows an easier way to make it work than having nearly two pages of script in repeatedly execute (my scripting is slopy) which is getting very confusing

thanks
#28
Hi, in my game i am trying to create a night to morning fade. I found the raw function which does sets the frame transparency in the maual, but im un sure how to use this.
What exactly is the script for doing this. i have tried making a list with declining transparency values but this doers not work. The manual alse states that you have to keep on calling the restore screen function but i just cant understand how you make it fade slowly?
i'm sure im just being stupid.
thanks in advance
#29
hello, i hope this in the right place.

i want to create an interface similar to that of Lucas arts game "Full throttle". In which if you left click on anything you walk to that spot but if you hold lift click down over an object it comes up with
a GUI with the options for that object e.g. use, look etc. I have figured out how to hae the GUI come up at the mouse co-ordinates but i can't figure out the rest.

thanks in advance  :)
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