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Messages - oskargunn

#1
I thought I had exhausted the forum with my search, but now I seem to have found  GetWalkableAreaAt.
This might work if I test for which walkable area is at xy with offset :)
#2
Hi,

Is there a way to detect whether the player is near the edge of a walkable area?

I am trying to create a turn-around animation coupled with the normal walk.
In order to make the animation realistic I need to move the character a few pixels in the direction of the mouse click, but this can cause the character to be moved outside of the walkable area.
#3
I seem to get the same error as xenogia when starting the editor. Also tried installing the latest VC++ 2008.
#4
Excellent reply Khris!
I hadn't noticed GetLocationType(). 
I could now create the whole workings in a seperate script, which makes it general with the help of ProcessClick.

Yeah, I searched the forum, but I guess not well enough :/   I'll try harder in the future.

But thanks again Khris, you put me on the right track :)
#5
Hi,

I would like to create a Broken Sword-ish mouse interaction.

What I already have is the mouse-over code ready for particular hotspot:


Code: ags

// in room script
function hPainting_MouseMove()
{
  mouse.SaveCursorUntilItLeaves();
  mouse.Mode = eModeInteract;
}


Once the user clicks on the object I make a gui visible. The gui consists of 2 buttons:

Code: ags

// in room script
function hPainting_Interact()
{
  gItemIcons.SetPosition(mouse.x-50,  mouse.y-70);  
  gItemIcons.Visible = true;
}


The only way I know of how to implement this is to let the logic lay inside the GlobalScript, in the onclick function of the button:

Code: ags

// in global script
function btnLookAt_OnClick(GUIControl *control, MouseButton button)
{
  gItemIcons.Visible = false;
  return;
}


I would like to return control back to the room with the id of the button pushed and then the particular action occurs.
Does anyone know what is the best way to do that ?
#6
Hi,

I'm fine tuning my dialog system. I seem to have come across a small problem concerning IdleView.
Whenever Ego talks to someone, both go to a sepereate DialogRoom.

in the function   room_AfterFadeIn()  I start the dialog with

Code: ags
dialog[currentDialog].Start();


This seems to disable IdleView animations, or something like that.
Whenever I go back to the previous room, the idleView animation works again.

Could it be that the Dialog "loop" disables the Idleview ?
#7
Actually what I would like to do is to create a transparent box under the text that is spoken, to make the text more readable.
Can anybody point me to the right direction for that? :)
#8
It works now :)   
It was the way I called the script that was the error. I failed to call it trough the character functions, like this  cEgo.Phylactere("Hello");
Has anyone used this script in high resolution ?


#9
Sounds interesting :)

I tried importing the module, but when I use it the compiler says Undefined token 'Phylactere'   :/
#10
I would like something customizable.

I already have a sort of GabrielKnight style dialog system when Ego is talking to someone.
But I would like to have Ego's speech to be in a bubble whenever I look at an object or something like that, since the font is a bit unreadable. Aniother option would be outlining the font.
#11
Beginners' Technical Questions / Speech bubble
Thu 18/09/2014 18:17:38
Does anybody know of a module for speech bubble or basic speech box?
#12
Awesome, thanks! :)
It works like a charm :)
#13
Hi,

I am doing a GK style dialog system.
I do this by creating a special Dialog room. Each time I talk to a character both character are moved to that room, the dialog takes place with portraits of their faces and dialog options. Afterwards both character are moved to previous room.

I have more or less the implementation ready, however I would like to add a feature that I'm not sure on how to do.  Instead of having a black background in the Dialog-Room, I would like to have a faded version of the background last room visited and the portraits of the character on top of that.

I've read somewhere about setBackgroundFrame, but there's a limit of 5 frames, so maybe that is not the correct way. Does anybody have an idea on how to implement a thing like that? :)


#14
Ok, thanks.  I'll try that :)
#15
Ah that did the trick :)

I have now a transparent GUI object, with a label. The label updates with the text wherever I go with the mouse over a hotspot/object/character. However the game crashes whenever I move the mouse to the upper edge (icon bar).    Is there perhaps anything specific I need to be careful about?

// This works
function room_RepExec()
{
}


// This crashed the game
function room_RepExec()
{
  GUI* gh = gMouseOverText;
  gh.SetPosition(mouse.x,  mouse.y);   
}
#16
Thanks for the quick reply :)
Someone mentions to use  COLOR_TRANSPARENT in script, since it doesn't seem to be possible to set the transparent color in GUI toolbar. Which property would that be in the script?
#17
Hi,

I'm trying to find a way to see when a mouse cursor is no longer over a hotspot.
I'm using "Mouse moves over hotspot". Is there such a thing as "Mouse is no longer over hotspot ID 1".... ?
#18
I'm sorry about that, it was not intentionally done to post an unrelated issue. I came across this thread because of the letterbox addition and the additional link earlier in this thread, so I thought maybe it was the same with anti-glide.  In future I will post in new thread :)

Thank you for the answer though, it's good to know about "MovementLinkedToAnimation" :)

#19
Is  "Enable 'anti-glide' mode" not included in the latest version?
It's mentioned in the tutorial as an option in the "Character movement" section of General Settings.
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