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Messages - magintz

#241
I've been fiddling around and I managed to sort this out, in case anyone has a similar problem. I will try monkeys script and see how that handles, or I can just put the objects into the background and animate the background manually if I want to change anything with the objects - which I think will work better anyhow as the laser will be gone by then.

Within the game script
Code: ags

/* ---------------
RawDrawLine laser
------------------ */
// Extend Laser
RawSetColor(47104); 
RawSaveScreen();
xpos = 212;
ypos = 22;
while (xpos > 59) {
  RawDrawLine(212,22,xpos,ypos);
  Wait(1);
  xpos = xpos - 2;
  ypos = ypos + 2;
}

// Set the timer (see repeatedly execute)
ypos = 173;
SetTimer(1, 25);

/*----------------------
End of RawDrawLine laser
------------------------*/


In repeatedly execute:
Code: ags

// Moves the laser beam in the background
if (IsTimerExpired(1)) {
if (ypos > 134) {
  RawRestoreScreen ();
  RawDrawLine(198,22,47,ypos);
  ypos--;
  SetTimer(1, 25);
}
}


Works a treat except for the overlay thing :P
#242
Hmm, that might work :D I assume AGS has functions, which allow the stretching and manipulation of sprites?

Thanks Again,
Magintz
#243
I'm trying to create a puzzle where a laser beam is moving about the screen, but I want the laser to be moving slowly in the background so the user can solve the puzzle before the laser hits them. I've got the movement down to a 'T'. But I need the user to be able to continue playing. Here's what I got for the movement:

Code: ags

ypos = 171;
while (ypos > 134) {
  RawRestoreScreen ();
  RawDrawLine(198,22,47,ypos);
  Wait(1);
  ypos--;
}


The other thing I need is for the line to draw itself above all the other objects in the room; the line currently shows up behind the objects.
#244
Nice game, I thought the soundtrack was fantastic and well worth the wait for it. Looking forward to the next one ;D
#245
Woot!

:D

It works now, thanks!
#246
You truly are a king of kings!

Quote from: SSH on Tue 28/08/2007 10:22:25
Can you stick this in the code of the first room where you get this problem, please? (e.g. in the after fadein script)

Code: ags

 Display("MaxX %d MaxY %d VW %d VH %d", Description.MaxX, Description.MaxY, System.ViewportWidth, System.ViewportHeight);


and tell me the numbers it displays. You should be able to work around your problem by manually setting MaxX and MaxY to something like 300, 180.

-- "MaxX 320 MaxY 200 VW 320 VH 200"




Quote from: SSH on Tue 28/08/2007 10:22:25
As for the busy cursor, I see that mouse.Mode never actually gets set to eModeWait, so we have to check this specially. I'll do a new version of the module, but in the meantime, edit the module script and look for  this code:

Code: ags

protected function Descriptions::Update_String() {
  if (mouse.Mode==this.NoDescriptionWhenMode) { this.Text=""; return; }


and replace it with:

Code: ags

protected function Descriptions::Update_String() {
  // Special case of busy cursor
  if ((mouse.Mode==this.NoDescriptionWhenMode) || (this.NoDescriptionWhenMode==eModeWait && IsInterfaceEnabled()==0)) { 
		this.Text=""; return;
	}


Worked a treat; thanks for that.
#247
I'm not sure if it is anything I have done as the only code I am using is :

Code: ags

    Game.SpeechFont=3;
    Description.Location=eDescLocationFollow;
    Description.VerbMode=eDescVerbModeUseOnly;
    Description.NoDescriptionWhenMode = eModeWait;
    Description.IncludeInventory = true;
		Description.CropGUIToo = true;
    Description.GUIMode(desc);


Whilst, the error code comes from lines 143 to 153:

Code: ags

  if (this.DisplayType==eDescDisplayGUIControl) {
    this.Update_GUI();
  } else if (this.DisplayType==eDescDisplayOverlay) {
		this.Update_Overlay();
	}
}


function repeatedly_execute_always() {
  // Should this go in rep_ex_always?
  // easy enough for user to change, if required
  Description.rep_ex();
}


Edit: I changed "Description.Location=eDescLocationFollow" to "Description.Location=eDescLocationSticky" and I now do not get any problems or errora; but I still would want to use "Description.Location=eDescLocationFollow".

P.S. SSH, when you get a moment can you also help on my "Description.NoDescriptionWhenMode = eModeWait;" problem.
#248
Sorry to be a pain, but I got it all sorted quite easily but now I seem to be getting an error when I move the mouse within the intro screen, this could be my problem, but it is pointing the error to the description.



I'm using 640 x 400 game resolution, could I have done something stupid?

The problem seems to occur when the mouse moves outside the game window, is their some way of preventing this?

Also, I still cannot get the description to vanish using the Description.NoDescriptionWhenMode = eModeWait; command.
#249
Regarding the Description.NoDescriptionWhenMode, it doesn't seem to be working, here's my code:

Code: ags

    Game.SpeechFont=3;
    Description.OffsetX = 3;
    Description.OffsetY = 3;
    Description.Location=eDescLocationFollow;
    Description.VerbMode=eDescVerbModeUseOnly;
    Description.NoDescriptionWhenMode = eModeWait;
    Description.IncludeInventory = true;
    Description.OLFont=3;
    Description.OLColor=4;
    Description.OverlayMode();


I don't really understand the whole GUIControl part and getting it to work with a label, any chance you can help me out with that one?
#250
I can't seem to get the description to hide itself while the game is in wait mode (when the player is talking etc..).

Also I have an inventory GUI screen with a clear background at the bottom of the screen, the description of each inventory item appears behind the inventory item, is their anyway of bring this forward in front of this gui?

I haven't used AGS in a while so could be making n00b mistakes, but I would appreciate it if someone could help me out, let me know if you need me to post up code or screenshots etc...
#251
Downloading now...

Will post later with feedback.
#252
 ;D

Great attempt at your first game, it's things like this that make Pumaman proud!
#253
I'm not going to have time off next summer.
#254
Scrap my vote for France, I won't be coming next year.

I'd still like to make it Florida the following year however.
#255
I assume that the current "yes" and "no" though is not an official roster of attendance as it is still quite early. Maybe in a few weeks time there will be some more definite answers from people as I can't see that everyone who has said yes will be 100% attending.
#256
I also think France would be better for selfish reasons, I know I have very little money and can say that many people are in the same boat and the majority of people are European based so keeping the costs low for as many people as possible would be better; it would also give me two years to save up enough money for Miami.
#258
Looks like a jolly good time, really would have liked to have been able to afford this one :(
#259
Since reading through this I went back through all my old games and some of them I'd really like to resurrect and improve, but I've llearnt from past mistakes - one game at a time :P
#260
I do as I did with Piratess. Give up all hope, feel upset about the time I spent working on it, leave it a month or so, and then rush a quick ending.

Within the space of an afternoon I made something like 2 rooms, 3 characters and completed a puzzle. The ending was a Quantum Leap ending where the main character says "Thanks Al", then vanishes in a blue glow.

But there is only so much Quantum Leaping AGS games can have.
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