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Messages - petazzo

#21
You can use this for seeing when the characters are near:

Quote from: the manualIsCollidingWithChar
(Formerly known as AreCharactersColliding, which is now obsolete)

Character.IsCollidingWithChar(Character* otherChar)

Checks if the character is touching OTHERCHAR. This function just checks the baseline of both characters, so if one is standing a fair distance behind the other, it will not be marked as colliding.
Returns 1 if the characters feet are touching, 0 otherwise.

Example:

if (character[EGO].IsCollidingWithChar(cMan) == 1)
   { colliding code here }

will execute the colliding code only if the characters EGO and MAN are colliding.
#22
You should set "Left click" on Run script, give a name to the button (if you haven't already done it), double click on it and put the code under the function line.
#23
"UseModeGraphic" is used to override the cursor's default graphic to make it look like another cursor.
So if you use
Code: ags
mouse.Mode = eModeTalkto;
mouse.UseModeGraphic(eModeInteract);
the Talk to cursor will look like a hand.

About Item Width:

Quote from: the manualItemWidth property
(Formerly known as SetInvDimensions, which is now obsolete)

int InvWindow.ItemWidth;

Gets/sets the width of the items in the inventory window. You should generally set this up in game_start to the width of your largest inventory item. The default is 40.
Example:

invMain.ItemWidth = 50;
invMain.ItemHeight = 30;

sets the invMain inventory window to use item cells 50x30 large.
#24
You can use the Action editor and select Player - Go to a different room. Please, read the tutorial. The basics are explained in it. http://www.adventuregamestudio.co.uk/acintro.htm
#25
Go to the gui section and select the inventory gui. Then make a new button, give it a name ("Script name" in the control window) and double click on it to open the global script window. Put in the button section these lines
Code: ags

mouse.Mode = eModeTalkto;
mouse.UseModeGraphic(eModeInteract);

Then, when you want to add interaction choose "Talk to inventory item" and not "Interact...".
I think you should also read this.
#27
Beginners' Technical Questions / Re: Quit game
Sun 27/11/2005 09:32:15
To make the script for the buttons go to the button you have created, give it a name and choose "Left Click - Run script". Then double click on the button you want to make the script for it. The global script window should appear; write in the quit button section "QuitGame(0);". In the play button section write something like "gGuiname.Visible = false;" where Guiname is the name of the gui.
#28
SQ3 and GK.
KQ6 was also a very good adventure game.
#29
Select the menu "Game" and "Change colour dept"
#30
If you are using ags 2.7 try this.
Go to the hotspot and click on the "Interaction" button. Go to "Use inventory item on hotspot" and double click on it and choose "Condition  if inventory item was used" and choose the object key number. Then to make the character change room use "Player go to a different room" and put the room number.
#31
Use Talk to and not Interact with the item.
#32
Very good render. I like it very much.
#33
Very nice, the second version is a lot more realistic but the water continue to seem fake. But I like your picture much! ;D
But I prefer the day version.
#34
select it from the font tab
#35
Nice characters, I like Bob and the little alien (it's an alien, isn't it?) very much... In the animation I would put some more frames. I've noticed that in the second picture the Bob look fatter than in the animation.
#36
I think it would be useless. Now it works fine, it is intuitive and it don't cover too much space.
#37
Critics' Lounge / Re: Overview of floor
Sat 15/10/2005 17:59:16
Sorry but I don't like it very much because it don't seem like it's made of rock... :P It's red in some areas...
I would convert it to grayscale to make it more realistic and I would put less light and more contrast, but good tryÃ,  :)
#38
Ok, I've done it. ;D Thank you very much!
#39
I think that these backgrounds are ok, but in the kitchen I would cut off the two jars (they give the impression of entering in the chair). The window near the door is not very realistic, it's too much black. But good work!Ã,  ;)
#40
Quote from: Ashen on Thu 06/10/2005 18:23:44
Otherwise, you need to use variables:
e.g.:
Code: ags

if (tosay == 0) cNPC.Say("Hello.");
if (tosay == 1) cNPC.Say("Hello Again.");
if (tosay == 2) cNPC.Say("Can I help you?");
if (tosay == 3) cNPC.Say("Leave me alone!");
if (tosay < 3) tosay ++;


I've tryed to use that but I cannot make it works... :'( Maybe I haven't understand it well.
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