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Messages - markbilly

#661
That's perfect thanks :)
#662
If this should be in beginners then I apologise.

I need to be able to run the ShakeScreenBackground at intervals of 30 seconds. At the moment I can only run it constantly in repeatedly_execute_always().

Something like would work:

ShakeScreenBackground(blah, 0);
Wait(500); (but without pausing the game or blocking)
ShakeScreenBackground(blah);

Thanks in advance.
#663
Critics' Lounge / Re: Two rooms
Fri 16/03/2007 21:39:18
I think they are great. It's a shame you aren't making a game to use these in. A isometric would be a really nice change.
#664
Critics' Lounge / Re: Sci-fi background
Tue 13/03/2007 20:56:33
Quote from: Andail on Tue 13/03/2007 20:23:59
Dave Gibbons painted the backgrounds in BASS in a very oldfashioned, handpainted style, pretty much based on his comicbook experiences.

They are not flawless perspective-wise, nor are they very meticulous in any other technical aspect. I think their strength lies mostly in of their wonderful atmosphere, colours and imaginative settings, which create this imaginative, slightly enigmatic retro-futuristic style.

Beat me to it, but I was going to mention Dave Gibbons. He, however did not colour the backgrounds. He designed all of them and then other artists coloured them.

I emailed Revolution once with the question: who and how drew those backgrounds? They were very nice and emailed back. But unfortunately I think they had forgotten exactly how it was all done logistically :P
#665
Critics' Lounge / Re: A background...
Tue 13/03/2007 20:30:55
Quote from: Medical Waste on Tue 13/03/2007 20:05:35
I don't know what PSP version you have, but what InCreator did with the reflective floor can easily be done in at least 6 (which I what I have so I know).

Copy the part of the room you want relfected, make a new layer, and paste it in, then flip it and move it down to the floor. Then in the layer properties lower the opacity.

You would probably want to deform the layer so that it matched the floor perspective better as well.

Yeah, I thought that. I'll try it. I have 7 by the way.
#666
Critics' Lounge / Re: Sci-fi background
Tue 13/03/2007 17:12:28
I love Beneath a Steel Sky and really wish I had the skill to pull off the sort of backgrounds used in the game.

Your backgrounds do capture this, however BASS backgrounds seemed to have more definition. I'm not really sure how to describe it, but they were less of a watercolour painting. Still, I think if you keep this style you have going consistent throughout the game it will work very well indeed.

I like them a lot :)
#667
Critics' Lounge / Re: A background...
Tue 13/03/2007 09:11:13
Thanks for all the suggestions. I like the idea of using the screens as light sources, though I can't really use your edits, as they don't fit the syle of the game. Maybe this will help the fact that it is very dark (well, it's really light on my monitor and a few others, but dark on the rest, which is irritating).

The reflective floor is also a good idea, however I'm not sure I'm able to do this with my paint package, I am using Paint Shop Pro (not that good really) at the moment. Any ideas?

On the subject of black outlines, I have done 7 backgrounds in this style now, and it looks nice and consistant. One: I don't have the time to go back and change every background and every sprite, and Two: I think the style works well. But thanks for the suggestion anyway, I have looked into it before.


P.S. Shading on the machine probably won't need to be added, as it's a short animation at the very beginning of the game, and stays like that for about 2 seconds.
#668
Critics' Lounge / A background...
Tue 06/03/2007 18:29:44
It's a derelict room in a space craft, with a machine in it...

Just any tips on anything really. Also this is the general style of my game, so any comments on style would be great too. Thanks...



There are a few objects around too. A spray can on the floor, a door, and a panel on the machine. All part of this first puzzle. So it looks a bit bare without the debris.

#669
Is your sprite drawn on a square piece of white? If so, set transparent colour (the pull down menu when importing a sprite) to "top left", or the colour white on your palette.

If not, try setting transparent to "palette index 0". It normally works for me.
#670
Quote from: Ashen on Tue 27/02/2007 17:27:27
Please, don't double post.
Scorpiorus' repeatedly_execute code a few posts back (dated 17th Feb) should do that already. If it's not working, try moving it to repeatedly_execute_always instead - if gInventory is Popup Modal, rep_ex won't run.

I'm sorry, I forgot about it as I didn't use it in the end. Now however I need it.
#671
Quote
within on_mouse_click:

Code:
Code: ags

...
else if (button == eMouseLeft)
{
    // handles a situation when left-clicking is over anything but GUI
    if (player.ActiveInventory != null)
    {
        player.ActiveInventory = null;
    }
    else
    {
        // some other stuff may go here
    }
}
else if (button == eMouseLeftInv)
{
    if (player.ActiveInventory == null)
    {
        inventory[ game.inv_activated ].RunInteraction( eModeLookat );
    }
}
else if (button == eMouseRightInv) 
{
    if (player.ActiveInventory == null)
    {
        player.ActiveInventory = inventory[ game.inv_activated ];
    }
    else
    {
        inventory[ game.inv_activated ].RunInteraction( eModeUseinv );
    }
}
...


Is this as well as, or instead of what I already have?

thanks

EDIT:
Don't worry, I've worked it out. Works perfectly, thanks again.

My Inventory GUI however, how do I get it to disappear when the mouse moves out of it?


I hope all these questions are helping someone else too, because there are a lot of them :P This should be the last thing though, and then everything should work fine.
#672
As you know, I'm using this script stuff (below) to handle my inventory clicks.

However, if I use a conditional 'if inv item used' on another inv item. In other words, if I use inventory item on another inv item, it does not work. It just changes the cursor to the item I click on with the other instead.

Is there a limitation in the script?

Code: ags

else if (button == eMouseLeftInv) {
   inventory[ game.inv_activated ].RunInteraction( eModeLookat );
	}
	else if (button == eMouseRightInv) {
   player.ActiveInventory = inventory[ game.inv_activated ];
	}


Thanks again.
#673
Critics' Lounge / Re: Critics on Guybrush
Sun 18/02/2007 22:32:54
You will have to be careful with that hair (the flick)^ It'll look silly if you don't accomadate for it in the walk cycle, which could be tricky.

All these sprites are fab, a cut above mine... :)
#674
That's much neater.

Thanks.
#675
The PopupModal simulation of YPos is a great help thanks, this means I can tell it it has to be at a certain x position too. Meaning the inventory will appear when the player hovers over a particular point(sort of button) on a persistent GUI.

This will work, yes? :P

Oh and the rest should be great too thanks!
#676
(show_inventory_window() function sets the mouse to Interact, yes)


        else if (button == eMouseLeftInv) {
     ProcessClick(mouse.x, mouse.y, eModeLookat);
   }
   else if (button == eMouseRightInv) {
     ProcessClick(mouse.x, mouse.y, eModeInteract);
   }

I've added this in on_mouse_click and checkeed the "handle inventory clicks in script".

It still doesn't work. Walk mode still seems to be on instead, as the player moves to the edge of the screen when you click on the inventory item.
#677

Quote from: Ashen on Fri 16/02/2007 12:44:49
Could you clear up what you mean by:
Quote
the mouse modes don't accomadate for this and they seem to be messing up in the inventory anyway.

When in the inventory the right click does look, however left click does nothing at all. It should select that inventroy item as you say.




Also:
in on_mouse_click I've put

  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
   }
  else if (button == eMouseLeft) { //left click will walk to and look at
    ProcessClick(mouse.x, mouse.y, eModeWalkto);
    ProcessClick(mouse.x, mouse.y, eModeLookat);
  }
  else if (button == eMouseRight) { //right click will walk to interact, talk and use current inv item
    ProcessClick(mouse.x, mouse.y, eModeInteract);
    ProcessClick(mouse.x, mouse.y, eModeWalkto);
    ProcessClick(mouse.x, mouse.y, eModeTalkto);
    ProcessClick(mouse.x, mouse.y, eModeUseinv);
   }

This accomadates for my left and right mouse clicks when not in the inventory. It works fine, but could it be causing a problem?
#678
I'm looking to achieve an inventory that appears when the mouse moves to the top of the screen, and disappear when mouse is moved off (i have this, using Mouse YPos) It has no buttons besides btnInvUp and Down.

So, when the player (right) clicks on an inventory item it needs to turn into the cursor, and when the player (left) clicks it will perform "look at inventory item".

I've tried a few things and nothing works, as the mouse modes don't accomadate for this and they seem to be messing up in the inventory anyway.

Does anyone have a simple solution to making this posssible?



Thanks in advance.


#679
I just realised that yes, when it displayed the name of my character.

Thanks :)
#680
I set it to unclickable and it works, thanks!

Any ideas on objects now? Can I just create another gui on top, with @OVEROBJECT@ instead? Is that possible?
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