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Messages - marcusbugger

#1
Reminder: If you found my game monkey or someone else of the ags devellopers and helpers?(Pumaman, monker or..). Monkey I 've sent you an email 2 download my game from internet, do you have or got it??

Greetings marcus.
#2
Quote from: monkey_05_06 on Thu 14/01/2010 22:14:10
If you're using the code that I posted then if call is set to 1 then the door will be unlocked and you should change rooms. Otherwise the door is locked and ChangeRoom never gets called.

If you want to PM me a link to download your game and see for myself I wouldn't mind taking a look.


Link sent to your e-mail, hope you get.
#3
If I use your code, I see - "unlocked" - (you know what I mean) and then I click I get that other message - "Locked"- (call = 1) and then I changeroom, also not what I want? Other inventory doesn 't work anymore that 's fixed in your code.

Can I sent my game or a certain file to you, so you can check. Sorry if I didn 't flag my problem earlier, if I have a problem I will do that, but I must say that I didn 't understand what you ment with flag and now I do.
#4
"Would you mind posting your on_mouse_click from your global script? Because it appears to me that at some point you're calling ProcessClick with eModeInteract where you should be using eModeUseInv instead...but I can't tell that without seeing the function."

I have paste the global script code here, Have you checked it already monkey or pumaman?
This is a reminder, thank you and have a nice 2010. It 's some topics above this one.
#5
Code: ags

// Automatically converted interaction variables
int IntVar_Global_1 = 0;
export IntVar_Global_1;
int brick;
int small;
int seck;
int dor;
int second = 5;
int dorp;
int min;
// main global script file

 
#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

  // ** CUSTOM INVENTORY WINDOW
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  // This function is obsolete, from 2.62 and earlier versions.
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnInvUp_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvUp_Click(GUIControl *control, MouseButton button) {
  InventoryWindow1.ScrollUp();
}
#sectionend btnInvUp_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvDown_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvDown_Click(GUIControl *control, MouseButton button) {
  InventoryWindow1.ScrollDown();
}
#sectionend btnInvDown_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvOK_Click(GUIControl *control, MouseButton button) {
  
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
  
  show_inventory_window();
}
#sectionend btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
  
  if (player.ActiveInventory != null)
    mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
  
  SaveGameDialog();
}
#sectionend btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconLoad_Click(GUIControl *control, MouseButton button) {
  
  RestoreGameDialog();
}
#sectionend btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
  
  QuitGame(1);
}
#sectionend btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
  
  Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2005 Chris Jones");
}
#sectionend btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE


- This is what stands in my global script. A happy new year monkey. If I use inventory items on hotspots to go through a door nothing happens, and I must use the hand(interaction code).
It has to do with a puzzle I made to return a key only when you lock it, you get from another character some stuff(item).


#6
Code: ags

function hHotspot19_UseInv()
{
   if (call == 0){
if (player.ActiveInventory == iYkey){
cJason.Walk(420, 333, eBlock, eWalkableAreas);
cJason.LockView(25);
cJason.Animate(0, 2, eOnce);
PlaySound(11);
Display("Unlocked.");
dialog[0].SetOptionState(4, eOptionOffForever);
dialog[7].SetOptionState(4, eOptionOffForever);
SetGlobalInt(min, 0);



}
}





if (call == 1){
if (player.ActiveInventory == iYkey)
{
cJason.Walk(420, 333, eBlock, eWalkableAreas);
cJason.LockView(25);
cJason.Animate(0, 2, eOnce);
PlaySound(11);
Display("Locked."); 
cJason.UnlockView();
SetGlobalInt(min, 1);

}}
if (call < 2) {
  call += 1; 
 }
  if (call == 2) {
    call -= 2;
    
 
  }
}

function hHotspot19_Interact()
{

if (call == 0){
cJason.Walk(420, 333, eBlock, eWalkableAreas);
cJason.LockView(25);
cJason.Animate(2, 2, eOnce);
PlaySound(1);
Display("It 's locked.");
dialog[0].SetOptionState(4, eOptionOn);
dialog[7].SetOptionState(4, eOptionOn);
cJason.UnlockView();
}


if (call == 1)
{
cJason.Walk(420, 333, eBlock, eWalkableAreas);
cJason.LockView(25);
cJason.Animate(0, 2, eOnce);
player.ChangeRoom(6, 0, 0);
PlaySound(0);

}

}


- It all works, but if I use another inventory item on hotspot 19, the game takes the command changeroom and goes to room 6, if  I use a cup, lamp wick or something else(because only key must work on door and not the other inventory items). Can anyone say what this is or what I did wrong.? I made a door you must unlock(you can lock it and unlock it) with inventory(yellow key) and then use the interaction(hand) to open door and go to room 6, but you can use any type of inventory now on hotpsot and you will find yourself in room 6 and that 's  not what I want.
#7
Quote from: Helme on Sun 01/02/2009 22:35:28
Is the option "use low-resolution co-ordinates in script" in the general settings "false" or "true"?

Greetings from Germany ;D

true, I put in on false, it works know, thanks.
#8
Hi, got a problem again, using AGS Editor .NET (Build 3.1.1.67)
v3.1.1, December 2008.

Problems with x and y value. When character changes room and I want them on x200 y300,
he appears on other coordinates.?? With some rooms character appears where he needs to be, sometimes I need weird coordinates to have him in place. Has this happened before?
Can this be happened during upgrade from ags 2.71??

I 'm dutch so my english maybe not so very good. Hallo allemaal daar bij bigbluecop.!! :D
#9
AGS Games in Production / The floor
Mon 26/01/2009 23:05:18
My game is called the floor. Jason wants to escape this weird and also familiar place.

Screenshots over here



http://www.esnips.com/web/agsgamemakinganadv

Because, I 'm still working on it, characters can change.


Scripting -  25 %
Story - 100 %
graphics - 25 %
puzzles - 25 %
music/sound - 50 %

Overall completement  -  25 %



Please leave comments, what you think about it.
#10
I posted some screesnshots. I will type it here, what the error is. Ok. In the meanwhile the screenshots are from the beta version.

Problem resolved, I renamed that file and replaced it with copy and overwrite. Game.ags.bak ------ renamed in another dir in Game.ags and then I copied it back an replaced and overwrite it and now it works weird. By the way could u play my game.
#11
It 's there the file, I renamed it. You know the link.
#12
Puman, I found a backup of my game. I was using the ags3.1beta, but because of the warning in the program I didn 't continue with it using the beta and went on with ags3.0.2.

Downloading your ags3.1.1, I encountered another problem, the game from beta can be loaded in the editor, but only when I 'm building the game and run the test, it 's going in the debug mode. Building the game and run - run game setup - (because of full screen testing)it stays in the compiled directory.

I don 't know if it is a mistake or not.

Get safety warning opening the file agseditor but I still can use it and work with it. I don 't know if it 's usual or an error
#13
Quote from: Trent R on Tue 02/12/2008 21:57:30
wikisend.com is a simple site that I usually use. You can specify it to be available for up to 90 days.

~Trent

Yes  I tried wikisend but the website has an error http 500. I 've made an link on esnips.com.

http://www.esnips.com/web/agsgamemakinganadv

Here are the 2 files game.agf.user and game.agf.bak          If it doesn 't work let me know.
#14
Quote from: Pumaman on Tue 02/12/2008 18:10:02
Can you upload the Game.agf file so that I can take a look at what happened?

Sorry, I don 't know how 2 upload it and where. I search here and there on this site but can 't find it.. Read help etc.. Maybe you can tell.. In the meanwhile i will search how 2 do it and other I will type the error here..
#15
Quote from: Trent R on Sat 29/11/2008 15:02:05
Quote from: marcusbugger on Sat 29/11/2008 14:41:18
in the compiled directory...........warning
in room 5): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead
That one's easy, don't put a Wait() in the room_load function.

And if you can't copy and paste, try a screen capture.

~Trent

How do i make a screen cap ??
#16
That 's bad if i have 2 make it over. Yeah i have been testing a bit around in my scripts of the big game. I hope pumaman can give me an answer 2 get in the game again or that it can be loaded and solved.

in the compiled directory...........warning
in room 5): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead
#17
hi got a problem with game can 't load it in editor.
It says: Root element is missing.

There is a big error but i can 't copy and paste details.
I haven 't delete anything.
#18
Quote from: Ben304 on Sat 20/09/2008 03:25:37
"int xvalue" should be defined within the dialog, not the global script.

In the global script, place the function exactly like this:

Code: ags

function dialog_request (int xvalue){
  if (xvalue == 200){
  //code
  }
  else if (xvalue == 300){
  //code
  }
}


Then in the dialog itself, place:
Code: ags

run-script 200


At the spot you want the action to occur. Do not specify "int xvalue"'s value in the global script - this is obtained from the dialog's run-script x function.

Makes sense?

Oke, it works. Thanks, I 'm dutch so it 's very hard 2 understand english sometimes..  I understood it wrong in the explanation oke, thanks Ben.

function dialog_request (int xvalue) {
   if ( xvalue == 200) {
     dialog[9].SetOptionState(3, eOptionOn);
}   
else if (xvalue == 300) {
object[1].Visible = true;
}

else if (xvalue == 1) {
dialog[7].SetOptionState(4, eOptionOn);}}

my example, above it works.... I thought that you had 2 put in value the number of the script, run-script 200, number 200 and then I had (200 == 200) + the code and it worked and then I noticed the problems came. I couldn 't get another dialog_request running. Tried - else if (300 == 300) but this didn 't work and I was "socking" around etc etc...
#19
I can only use this function once..

function dialog_request (int x200)   {{}}

I can 't get a new - function dialog_request  (int x300)   {{}}

It says: variable already defined.

Maybe some little help with this?? I couldn 't get many help from the help in the program, or I don 't understand something what 's been put there.

run-script X
Runs global script function "dialog_request", with X passed as the single parameter. This allows you to do more advanced things in a dialog that are not supported as part of the dialog script. The "dialog_request" function should be placed in your game's global script file, as follows:

  function dialog_request (int xvalue) {
    if (xvalue == 1) {
     // your code here
    }
    else if (xvalue == 2) {
     // other code here
    }
  }

#20
Quote from: Pumaman on Sat 05/07/2008 11:33:34
Hmm this is strange, especially now that two of you have had this problem. If you notice any particular pattern to what makes it happen, please let me know.

Oke. If it happens again I let you know and explain in detail.
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