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.
Greetings marcus.
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Show posts MenuQuote 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.
// 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
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);
}
}
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
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
Quote from: Pumaman on Tue 02/12/2008 18:10:02Sorry, 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..
Can you upload the Game.agf file so that I can take a look at what happened?
Quote from: Trent R on Sat 29/11/2008 15:02:05Quote from: marcusbugger on Sat 29/11/2008 14:41:18That one's easy, don't put a Wait() in the room_load function.
in the compiled directory...........warning
in room 5): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead
And if you can't copy and paste, try a screen capture.
~Trent
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?
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.
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