Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - markbilly

#141
Quote from: theo on Sun 08/08/2010 21:18:07
It's cool how the style has many colors but still is coherent in it's own muted, dark, depressing way.

thanks for the compliments :)

Quote from: J.H on Mon 09/08/2010 00:04:50
Been waiting for this for ages, cannot wait for the final result :D

It's getting there, don't worry!
#142
That's a good solution, I was thinking of writing an alternative function...

Then, although I will have to replace all that I have now, at least I won't have to remember the sound for future scripting.

Cheers!
#143
Or go through my whole script adding PlaySound() where applicable. I'm just too lazy, though... ;)
#144
I'm using this bit of script:

Code: ags

function on_event(int event, int data) {

if (event == eEventAddInventory) PlaySound(50);
}


...to play a sound when the player picks up an item.

The problem is, it doesn't like being blocked so the sound ends up playing after the 'pick up' animation has finished.

Any ideas on making this a function (or event) impervious to blocking?
#145
Sorry, that's me slacking! ;)

I was too busy playing it...!
#146
I'm working hard and so are the sound and music men! :) this will be done in the next couple of months...
#147
Thanks for the support, everyone! :)

It is SO close, yet there is so much more to do... Hopefully you won't have to wait much longer, though!
#148
Ah, the classic "robots take over" theme. Downloading now! :)
#149
I'm assuming the scores of participants are just waiting until the very last minute to declare their entries? ;)
#150
I've finished that update. I'm sorry it can't be more expansive but the main issues have been solved. I'm very busy with The Longevity Gene at the moment...

Check it out!
#151
Good News!

I've updated the first post to better reflect progress.

Quote
Part 1:

Story: 100%
Scripting: 90%
Graphics: 90%
Dialogue: 80%
Sound: 50%
Music: 20%

All that is left now is adding dialogues and sound and making it all look nice.

So, yes. I put the last sequence together last night. The remainder of development is now filling in the gaps I left along the way and making it all look extra pretty.

In other news, Matthew Brown (aka GlassMoon) has joined the team to work on the sounds. He is improving or replacing all the existing sounds and making loads of brand new ones. I can assure you they all sound great!

Take a look at Matthew's site: www.mbrownportfolio.co.uk

Also, don't forget to check out all the progress on TLG (and other stuff) by following me on Twitter! www.twitter.com/mark_billy
#152
Sorted this now by setting up my own timer with an int.
#153
Tried that already. It just doesn't do anything then, for some reason.

I've just done some testing. Basically, something is making the timer run forever, even though I've set it to 20 seconds.
#154
OK, I've had another problem with this.

After the timer is up, I want to do a load of things that block.

Unfortunately, the IsTimerExpired check is in repeatedly_execute_always and so I can't run anything that is blocking from there. I also can't run a function and put it all in there.

What can I do instead?
#155
So I need to put that before EVERY dialog in the game shows? I have dozens of them! :D

Nevermind. If it works, it works. I'll go and have a try now.


EDIT: No luck. I'll have to try that module next...
#156
Thanks Vince. Tried both those things:

1. re: appearing: it still doesn't appear.

2. re: positioning: it still doesn't change at all. It is now fixed in the middle though and it slightly wider and less tall.

:-\
#157
You can name the text window edges, so that is just the name of the top-left edge.
#158
I've got a GUI (gdialog_backgro) that I want to appear behind my custom text-window GUI (gdialog) that I am using for dialog options.

This obviously means I want gdialog_backgro to re-position and re-size when the dialog options (gdialog) appear, so it appears behind it nicely.

So, I have this in repeatedly_execute_always:
Code: ags

if (gdialog.Visible == true) {
  gdialog_backgro.Visible = true;
}
else if (gdialog.Visible == false) {
  gdialog_backgro.Visible = false;
}
 
gdialog_backgro.X = dialog_topleft.X;
gdialog_backgro.Y = dialog_topleft.Y;
gdialog_backgro.Height = gdialog.Height;
gdialog_backgro.Width = gdialog.Width;


Where dialog_topleft is the top-left corner graphic used in the text-window GUI (gdialog).

The first problem: With this code, gdialog_backgro NEVER appears.

The second problem: If I just set gdialog_backgro to always be shown, the re-sizing and re-positioning doesn't work either. It just stays in same place on the screen, at the same size regardless of dialog options appearing.

i.e. like this (where the GUI in question is the semi-transparent rectangle thing):



This is a long and annoying issue, so I hope I've put it clearly.

Thanks in advance,
Mark
#159
Wish I could enter myself (if that's even allowed) but I'm too busy trying to finish off a certain other sci-fi title I'm working on... ;)
#160
General Discussion / Re: @AGS
Fri 16/07/2010 11:25:55
Maybe CJ could set something up with the new site so every time the games database is updated, it is automatically tweeted through @AGS. That would be cool and I'm fairly sure it's possible...

P.S. When will the new site go up?
SMF spam blocked by CleanTalk