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Messages - madradubhcroga

#21
Thank you!
#22

Hi.

I have a book and quill in my inventory.
They can be clicked to open another GUI.
I'm having to click a bunch of times on the book/quill to get the new GUI to appear.

It feels like it's using the "Inventory items cursor hotspot" to decide what counts as a valid click.
But that area is way too small.  I want the player to be able to click one time, anywhere on the image.
Any suggestions?

Regards
MDC
#24

That's amazing.
Wow.
Thank you.


String rm[200];

sets the number of characters per text, right?


Where are the parameters like background & font colour being selected from?

If I use a SetTimer to make the string disappear after a few seconds, does that mean I have one less SetTimer for the room?

And where can I find out what 'Void' means and does?

#25

Thanks for reply!

I thought maybe there was a drop-down menu like the 'Dialogues' one that I was missing.
That would be handy, because I could put in functional place-holder-type dialogue for now, and then just go down the list later and replace it all with bona-fide literature.

If I want good-reads in the game, I'm just going to have to get it right first time, or chase through all the room.asc windows looking for and replacing all my bad prose, eh? 
#26
Hi.
I may deserve a slap for asking this, but:


Where is the 'Room message editor?'

Context:

I want what the character says when looking at an item to appear beside a GUI in the top right corner of the screen, like this:


+++++++++++++++++++++++++++++++++++++++++
+  @@                                                                                +
+ @@@   "A sword hangs over the fireplace."                   +
+  @@                                                                                +
+                                                                                        +
+                                                                                        +
+                                                                                        +
+                                          -                                             +
+                                       P                                               +
+                                                                                        +
+                                                                                        +
+                                                                                        +
+++++++++++++++++++++++++++++++++++++++++



Manual says use DisplayMessage(x);
Where x  =  the line in the Room message editor.
But where is it?
#27
  :-D

YES!!

It worked!

Pixel-perfect collision did the trick.

My next question is:

Where on my body should I put my big blue cup tattoo?

(Thanks all.)
#28


No luck.  cCharacter is just drifting through the fruit objects like they weren't there.  He is colliding with the coins though, which are characters.
I'll leave it for now and work on some other problems. 
I suspect that that the correct solution is to delete the room, and rebuild it from scratch.   

Thank you for your efforts.
#29
awesome!

Thank you.
#30
Hi.

Context of Problem:

Our hero enters a dimly lit room.  He goes over to the window, and throws open the curtains.
Now the room is brightly lit.

Problem:
How to change the room BG without moving everything to another room?
If it's not possible then how does one stop 'picked up' items from being duplicated in the new room?


Best Regards

MDC


(I bet this has been asked many times, but the search button is telling me "Your search query did not return any matches" for everything.  Maybe a problem with the forum upgrade.)
#31


Thank you for your reply.

I still have not fixed the problem, maybe because I don't understand the solution you offered.
Do you mean I use the



int i;
  while (i < Room.ObjectCount)...



code instead of



  if (cCharacter.IsCollidingWithObject(object[0])){
   
   GiveScore(400);
object[0].Visible = false;
}


if (cCharacter.IsCollidingWithObject(object[1])){
   
   GiveScore(400);
object[1].Visible = false;
}

if (cCharacter.IsCollidingWithObject(object[2])){
   
   GiveScore...




I tried both, but neither worked.

Should I replace "i" in the code you offered with the number of objects in the room?
(that didn't work either.)

I don't know the meaning of ++i;

#32
Hello.

Context of problem:
The player is flying across the screen from left to right.
coins and fruit drift the other way.

When the player intercepts a coin or fruit, it disappears and he gets some points.

The Problem:

This was working fine, until I changed the player's view. 
Now he can only pick up the coins. The fruit is untouchable.

The coins are characters, the fruit are objects.  (Because learning.)

Any idea what's astray?




*Edit*

I tried changing the player view back to the original place-holder graphic.  He still can't intercept the fruit.  So I must have changed something else.  I'll keep fiddling with it- but I guess my question now is, what's wrong with this:


function room_RepExec()
{
 
  if (cCharacter.IsCollidingWithObject(object[0])){
   
   GiveScore(400);
object[0].Visible = false;
}



....}


Regards

MDC



#33


Nice one.

Thank you!
#34
Ah!

It works when I put setTimer at the end of the RepExec section and room_Load.

function room_Load()
{

SetTimer(1, 800);


    }

function room_RepExec()
{
if (IsTimerExpired(1)){
  cCloud1.ChangeRoom(2, 914, 372);
    cCloud1.Walk(-200, 372, eNoBlock, eAnywhere);
    cCloud2.ChangeRoom(2, 1314, 448);
   cCloud2.Walk(-260, 448, eNoBlock, eAnywhere);
   cCloud2.ChangeRoom(2, 908, 581);
cCloud3.Walk(-160, 581, eNoBlock, eAnywhere);
SetTimer(1, 800);}
}

Much obliged.
#35





Like this?

function room_Load()
{


if (IsTimerExpired(1)){
  cCloud1.ChangeRoom(2, 914, 372);
    cCloud1.Walk(-200, 372, eNoBlock, eAnywhere);
    cCloud2.ChangeRoom(2, 1314, 448);
   cCloud2.Walk(-260, 448, eNoBlock, eAnywhere);
   cCloud2.ChangeRoom(2, 908, 581);
cCloud3.Walk(-160, 581, eNoBlock, eAnywhere);

SetTimer(1, 120);
}


    }

Sorry.  Thank you for helping me; I'm still not getting it. 
#36
Thank you Hernald!

Ok, it's getting there.

I put the setTimer under  function room_AfterFadeIn()

and the clouds scroll again once the timer is expired.


But if it's not under function room_RepExec()
it only happens once and then the clouds are gone.
How do I make it repeat for the duration of the scene?
#37
Hello.

My game starts with a (playable) dream sequence:

Player has wings and is flying across the sky collecting coins.
I want clouds to scroll from right to left to suggest the player's left to right motion.
I've imported 3 clouds as characters.
Here's what I've written:


function room_AfterFadeIn()
{
cCloud1.Walk(-160, 372, eNoBlock, eAnywhere);
cCloud2.Walk(-260, 448, eNoBlock, eAnywhere);
cCloud3.Walk(-160, 581, eNoBlock, eAnywhere);


   
 
}

function room_RepExec()
{
SetTimer(1, 1200);
if (IsTimerExpired(1)){
  cCloud1.ChangeRoom(2, 914, 372);
    cCloud1.Walk(-200, 372, eNoBlock, eAnywhere);
    cCloud2.ChangeRoom(2, 1314, 448);
   cCloud2.Walk(-260, 448, eNoBlock, eAnywhere);
   cCloud2.ChangeRoom(2, 908, 581);
cCloud3.Walk(-160, 581, eNoBlock, eAnywhere);
SetTimer(1, 1200);


Can anybody tell me what I've done wrong? 

Thanks.

#38
Thank you Ghost,
that gives me something to go on.

I bought a writer's workbook.  It's designed for people writing their first novel; but I think it's going to be my step one.
Then I'll try storyboarding, and (in April) do something like your take.

Regards,

MDC
#39
Beginners' Technical Questions / Best Practice
Thu 01/03/2012 19:18:48
Hello.

I think I get how AGS works, at least the basics.

I'm serious about making games with AGS, but theres so much to do!  I keep getting overwhelmed.

Is there a logical sequence that should be followed?

Is there a 'best practice' for making a game from start to finish?

regards

MDC
#40

ah,

I was using the '2' font in a label on the GUI.
I set it to '0' font and it works fine.
Sorry for troubling you.


best regards

Madra Dubh
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