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Messages - magintz

#221
General Discussion / D&D Beginner
Fri 13/06/2008 18:11:21
Hey guys.  I'm being taken into a D&D game in a week for my first time to make up the numbers, I think I'm going to enjoy it but have no idea about anything; I've played Baldur's Gate but that's as close as it comes:P

Does anyone have any good tips or web-links to make me understand what goes on so the first game runs smoothly.  Also does anyone have any character suggestions and how do I go about creating one.

It's not going to be really geeky like in the movies is it?

Ta,
Maggie
#222
A tip I find helpful is when dealing with simple yes / no things is to declare it as a bool instead of an int. That way you can have a variable called 'doorOpen', or whatever, and assign it to 'true' or 'false'. I find this way easier to read when viewing the code, but it's completely up to you.

Code: ags

bool doorOpen;
if(doorOpen == true) {
  // Close door
}
else {
  // Open door
}
#223
I've been working with the DrawLine function lately and it might not be the best thing to use, the most irritating thing is that it draws to the background so it lays behind all objects and characters regardless of what you do.

I don't really know of a better way unless the object is always in the same place then you could just create a static anim or even use things like the rotate and resize sprite functions to move the tentacle.
#224
Thanks, I guess that makes sense :)
#225
Within the Hotspot description field when I press the space bar it zooms in the background instead of inserting a space.

The DrawLine function fails to draw a complete line some of the time and seems broken and unfinished. My code uses the draw line and then waits 100 followed by releasing the surface. I'm using a function to draw this several times (Whenever the player presses a button. The first time it is done it works fine, after that it doesn't.

Here's an example and some code.



Code: ags

DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
DrawingSurface *backup = Room.GetDrawingSurfaceForBackground(1);
surface.DrawingColor = 45153;
surface.DrawLine(212, 22, endX, endY);
Wait(100);
surface.DrawSurface(backup);
Wait(1);
surface.Release();
backup.Release();


Using AGS 3.01 Stable

EDIT: I've overcome this bug by replacing my Wait(100) with a SetTimer() command with a IsTimerExpired() within the repeatedly execute of the page, it causes no problems in the game but seems a little long winded.
#226
Ye aI would recommend a VW Golf. They're reliable and god cars for the money.
#227
I shall make an appearance for a day or two... perhaps.
#228
I'm not using a text window GUI for my game, so it resorts to the default , but the text colour for the speech is randomised every time I load the game, but when I use the Display("Words"); method it is black text on a white background.

EDIT: Here's three screenshots taken after loading the game three separate times, with no changes being made between attempts.

#229
I'll resort to that as a last resort. What about if I created a custom GUI for use with Display text. Would that potentially fix the problem?
#231
I posted this over in the BTF with no luck, and other people have had similar problems. I'll post here because it sounds like a bug and I still need assistance.

I'm trying to use the Sierra style portraits and have the option set to "SierraWithBackground", it all seems fine and dandy except it seems to randomise the font colour used i.e. running it one time all the text will be blue, running it another time it might be brown.

I really have no idea why it is doing this, when I switch over to 'SierraWithTransparent' it uses the individual character speech colour, which is what I'd like.

How can I define the colour to be used with Sierra style portraits with background?

Regards,
Maggie

P.S. I am using the current stable release of the AGS editor (v3.0).
#232
I'm trying to use the Sierra style portraits and have the option set to "SierraWithBackground", it all seems fine and dandy except it seems to randomise the font colour used i.e. running it one time all the text will be blue, running it another time it might be brown.

I really have no idea why it is doing this, when I switch over to 'SierraWithTransparent' it uses the individual character speech colour, which is what I'd like.

How can I define the colour to be used with Sierra style portraits with background?

Regards,
Maggie

P.S. I am using the current stable release of the AGS editor (v3.0).
#233
Check the manual under 'if'.

Basically you need a condition, where if you currently have the inventory item, or if you have already interacted with the item it will not display the message or give you a duplicate item.

This is one way you could do it:

Code: ags

// to be declared at the top of the page
int count = 0;

// to be put inside your interact with area
if (count==0) {
  Display("You take the item");
  player.AddInventory(iItem);
  count = 1;
}

else {
  Display("You find nothing else in the drawer");
}
#234
Doesn't AGS support .TTF files now? If so I'm sure you can import a pre-existing font straight into the editor.
#235
Not sure exactly, but you would probably do it through a GUI with a list box of items being everything that one could "do"... so converse, pick-up, look at etc... Then link it somehow to hide or remove the unwanted options depending on the item in question. So a person could be cPerson and a door could be dDoor. Should a 'c' prefix be detected then only show talk while if a 'd' prefix is seen only show open and close.

I've never used list boxes or done any string manipulation in AGS but I'm sure it can be done. You would simply need to check the first character of the item in question for the determing prefix which would state its context.
#236
You could try making a text adventure using a text-field and submit button, but if you're asking about AGS games then Gilbot is correct.
#237
An option to select recently edited games from within the editor. Such as "File->Open Recent Games->Game 1, Game 2, Game 3" etc... I don't know if anyone else would find this useful, but I know I would.
#238
Oh Hells Yea!

This is awesome, I hear there is going to be a real-life movie made with real actors of this. Just started watching a few of the dubbed episodes but I don't think any of the voices work for it, they all sound wrong.

In the meantime, this was a funny VG Cats based around the show ^_^

http://www.vgcats.com/comics/?strip_id=233
#239
General Discussion / Re: Annual present thread
Thu 03/01/2008 18:27:13
Nope.... I'm real.
#240
Wow. People are still using this? I thought somebody made a module far superior to this.

Anyway, thanks Rui for keeping it up.
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