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#61
**UPDATE**
Version 1.10 has been released and available on my site.  Leon found a bunch of bugs, crashes, and I added some additional content to the endgame, end cutscene, put some extra differentiation into the two endings, and make the credits a little prettier.

-----


I have been a member here for many years, begun and abandoned many games, but I have finally finished and released my first game!  It is made in 2.71 since I began it years ago, but the next installment will be done in the latest and greatest.

The game is rather short, probably taking around 2 hours to play, but I hope you will find it to be entertaining.

Inspired by Francisco Gonzalez's Ben Jordan series, the X-Files and many other nerdy sci-fi type stuff, I present the first episode of the Murran Chronicles: The Jersey Devil!

Website : www.billandnicole.net/games

Download : www.billandnicole.net/games/murran1.zip   (14.5mb)

Story: While visiting your cousin in Leeds Point, New Jersey, a neighbor child goes missing.  Being in the FBI (though a desk-jockey, not the field-op type), you are thrust into the middle of the investigation.  Did the legendary creature take the child, as the mother claims?  Or is something more nefarious at hand in the sleepy southern New Jersey pine barrens?













Thanks,

Bill
#62
I have a custom set of icons for my game.  I have the hotspot for each cursor exactly where I want it (the middle of the foot for walk, the tip of the finger for grab, the middle of the eye for look, etc, etc).  However, I dislike that the hotspot is a little teeny teeny dot.  Is there a way to change the size or image of the hotspot in the icons?  Maybe something like a X or a + or maybe a star or something?  If not, its no big deal, but I am just curious.

Thanks.
#63
I swear, I have spent HOURS on this.Ã,  Its making me want to pull my hair out...

I have literally spent about 3 hours pouring through the various messages on the forum here, looking for a way to get the mouseover of hotspots to show the text of what they are.Ã,  Nothing is working for me :(

I want this :Ã,  When the player moves the mouse over a hotspot, the text of the hotspot shows up in an invisible GUI.Ã,  I DO NOT want the text to follow the mouse.

I have downloaded the various modules, but don't want to use them.Ã,  I want to do it myself..Ã, 

I tried BOTH methods listed here : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26177.0

Nothing worked for me.Ã,  I keep getting errors or nothing at all, just @MOUSEOVER@ showing up on the GUI bar.Ã,  I don't know if it is because I am using AGS 2.71 and this code is for an older version, or what, but its frustrating as heck.

Can someone PLEASE help me with a quick description of how to get a GUI to show the Hotspot Name value in it when the hotspot is mouseovered?

I know this has been asked 1000+ times, as I have read all those posts, but for the life of me, I just can't figure out how to do it...

Thanks.
#64
My game currently has a very simplistic GUI setup.  I wanted advice on whether I should change it prior to going any further with the game, because I am having second thoughts about it.

The current setup has a single mouse cursor (an arrow-looking thing).  The player moves it around the screen, and if it goes over something it can interract with, it turns into an "OZ" symbol.  The player can then left-click on the object.  If the object can be talked to, it automatically talks.  If it can be picked up, it gets picked up.  If it can be moved, it is moved.  Etc, etc.  So no cycling through icons, or worrying about what to do.  Its all automated.

If the player right-clicks on an object, it is 'looked' at.  This goes for all things.  Both highlightable and non-highlightable things, like objects, floors, walls, people, etc, etc..

I am now worried it is too simplistic.  I know simple is good, but too simple might dumb down the experience...  I am a fan of all kinds of GUI setups.  I must say I liked the ones in 5 Days / 7 Days series of games, the Apprentice games, as well as in the classic Sierra and Lucasarts games. 

I was hoping to get some advice/input from you guys.

Thanks,

Bill
#65
After the hard disk failure that caused me to lose my years worth of work on my Quest For Glory game, I began a brand new project.Ã,  I present OZ - Dorothy Returns (still a working title, dunno if it will be called that when finished).

PLOT

The game takes place 5 years after 'The Wizard of Oz' movie that most everyone on earth has seen.Ã,  This game assumes that all the other books Frank L Baum and others have written in the series were never done.Ã,  As stated in the game's disclaimer, this means that the events in the game won't hold up to scrutiny by true fans of the series.

This is a very adult-based and dark view of Dorothy and Oz.Ã,  Dorothy has been talking of Oz and her friends there for the past five years.Ã,  Auntie Em and Uncle Henry have basically come to the conclusion that she has gone insane.Ã,  They take her to an Asylum for Teaching Young Women Household Work (or a Loony Bin).Ã, 

She finds out after being beaten by the orderlies at the request of a nurse, that this is not the place she wants to be.Ã,  The game begins with you locked in your 'room' (more of a jail cell than anything), and you are having morbid and psychotic visions and hallucinations.Ã,  You realize something is wrong, and you must escape the Asylum.

In escaping (only a few puzzles to get out), you somehow arrive back in Oz (surprise!) and come to find that everything has changed.Ã,  The munchkins are... no longer munchkins...Ã,  The yellow brick road has been destroyed.Ã,  Glinda, the good witch, and her evil counterpart are now slaves to an evil force taking over the land.Ã, 

You will be tasked with defeating the evil force which took over Oz, freeing the witches from their enslavement, and basically restoring peace and tranquility to Oz.Ã,  At the same time, you are on a quest to discover if you are truly insane or not.

This is a very adult game, very twisted..Ã,  Kind of how American McGee re-did the Alice in Wonderland game a few years back.

The game is full of characters rendered in Blender, complete with full animations (surprised/scared gestures, climbing, diving - see screenshot -, being attacked, etc, etc).

The game is going to be huge when complete.

PS: As of these screenshots, I am using the colorized version of dorothy's sprites.Ã,  Just as in the movie, it will be black and white until Oz, then go to color.

SCREENSHOTS

Title Screen


Disclaimer


Warning Screen


Some of the Sprites


Assylum Sign


Dorothy's House


Morbid Vision of the Tinman


Morbid Vision of the Scarecrow


Dorothy Attacking an Orderly

#66
I have been working on my "Quest For Glory, A Hero's Death" for almost a year now.  It has come along very nicely, and is quite huge at the moment.  I recently ran into a BIG problem...  I had a hard disk failure and had to install a brand new HDD with a complete reinstall of my OS and everything else.  As such, my AGS files, including the 200+ megs of data for my game, are gone! :(

I tried hooking the HDD up as a secondary drive to browse it and see if I can pull any files off, but unfortunately, the drive won't spin.  It is dead.  I am now stuck with the fact that I only have the most recent compiled .EXE file and NONE of the source code, graphics, etc, etc that I had done.  Does anyone have any idea if it is possible to decompile my most recent .EXE file to give me all my source stuff back? 

Any help appreciated.

Thanks,

Bill
#67
Hello all.Ã,  I am doing a 'stealth' screen where the player needs to sneak by a guard.Ã,  The are where the guard can't see the player is a region.Ã,  On this region, the player needs to sneak to get by.Ã,  Walking will be too loud.Ã,  To do this, I have the following code:

GlobalInt 10 is the mode for walking.Ã,  1=Walk, 2=Sneak
GlobalInt 11 is the 'how many steps taken' variable.

-----------------

if ((character[8].walking != 0) && (GetGlobalInt(10)==1)){      //If in walking mode and moving on region

SetGlobalInt(11, 1);

if (GetGlobalInt(11)==1){
Display("The sentry suddenly appears alert, as if searching the darkness of the sewers.");
DisplaySpeech(1, "What was that?");
StopMoving(8);
SetGlobalInt(11, 2);
}

if (GetGlobalInt(11)==2){
Display("Your footstep again splashes in the sewage.Ã,  You see the sentry put his hand to his dagger as he continues to peer into the darkness.");
StopMoving(8);
SetGlobalInt(11, 3);
}

if (GetGlobalInt(11)==3){
DisplaySpeech(1, "AHA!");
Display("The sentry finally sees you in the dimness and throws his dagger.Ã,  You are dead before you hit the ground.Ã,  You should've been more quiet.");
NewRoom(916);
}
}


The problem is that nothing happens.Ã,  The character can walk around on the region with no consequences.
#68
Critics' Lounge / Sewer scene advice needed.
Thu 30/12/2004 14:04:39
Hello everyone.  I am working on a sewer portion of one of the areas in my game.  It is in medieval time, and you are playing as the thief character of the group sneaking through the sewers (where the thief guild is located) and avoiding the members of your former guild (you have a death warrant out for you).

So with that in mind, I need some advice on making this background more 'entertaining'.  I don't know, it is just sort of missing something...  Maybe some barrels or crates or something... I dunno.

LEGEND :

BOX : Where the thief guild lookout will be.
ARROWS : The path to safely avoid being spotted by the lookout.
X : Where you enter the screen.




Thanks!

Bill
#69
Hello all.Ã,  This is the EGOTURN() function for use with my battle system.Ã,  For some reason whenever the code gets to the AnimateCharacterEx command for the attack code, it just stops and sits there, like it isn't ending.Ã,  The character hits the first frame of the animation (or so it seems), but then no animation happens on the screen.Ã,  I checked the loop and there are no delays on it or anything.Ã,  Any ideas would be appreciated.

EDIT: On a sidenote, I found that if I turn the final 1 at the end of the AnimateCharacterEx code to a 0 (so it doesn't wait for the animation to finish), the whole thing works fine, but the thing goes too fast to see the animations.



function egoturn() {
int mobhp;
int dmg;


mobhp=(GetGlobalInt(13));

if (GetGlobalInt(9) == 2){ //Attack

AnimateCharacterEx(0, 8, 3, 0, 0, 1);
AnimateCharacterEx(9, 15, 1, 0, 0, 1);
AnimateCharacterEx(9, 14, 1, 0, 0, 1);
AnimateCharacterEx(9, 0, 1, 0,0,0);

dmg=Random(5);



}Ã,  //CLOSE ATTACK BRACKET


mobhp=(mobhp-dmg);
SetGlobalInt(13, mobhp);
enemyturn();

}Ã,  //Close EgoTurn Bracket



Thanks guys!

Bill
#70
Poconia: Evil's Resurrection

Official Website : www.cmtonline.net


THE BACKGROUND

Poconia is a fantasy world I created a few years ago when I decided to write my first book.Ã,  The world is a medieval-esque setting with swords and sorcery and all the stuff that goes along with it.Ã,  The first book, Poconia: High Magic was released in 2002, and the sequel, Poconia: Fall of the Gods will be released in 2005, both by PFC Publishing.Ã, 


THE STORYLINE[/u]

Poconia: Evil's Resurrection is set 500 years after the ending of the series of books.Ã,  It tells a story of the vanquished villain Vaektor T'enok being resurrected by followers of an evil god in an attempt to restore their god to power.Ã,  The hero of the game is a modern man who is summoned by powers unknown to Poconia to help do battle against the evil forces.Ã,  Because he is from modern day Earth, he has unique outlooks on various things that happen to him.Ã,  At first he thinks its a dream and keeps referring to everything in terms of cliches and such.Ã,  He finds out early in the game that he is the one chosen to find and use the Burden of Galazan, a magical ring imbued by the God of Strength, Galazan, with special powers and the ability to kill a god.Ã,  With this ringÃ,  he must track down Master Kennard Murran, the son of Falnier (the God of Magic), who is neither a mortal nor a god, and together find and destroy Vaektor T'enok.


GAME FEATURES[/u]

-640 x 480 Resolution
-16 bit Color
-Fully 3D rendered and digitized backgrounds
-Fully 3D rendered characters and animations
-Shadows actually affect the characters.
-8 Different characters (As of this beta release)
-20 Rooms in this first level (As of this beta release)
-14 Playable rooms in the first level (As of this beta release)
-640 x 480 fully rendered 3D video cutscenes available for download as add-on
-Extremely deep and detailed world, complete with religion system, caste system, royalty and guilds.
-Visit places from the books, meet some of the long lived characters from the books.
-Adventure game with some roleplaying elements built in (not in this demo yet)

SCREENSHOTS (Click For Larger Image)[/u]



In The Troll's Cave




In A Green Pasture




The Ambushed Wagon Driver




The Witches House



DOWNLOAD LINKS[/u]

GAME.ZIP - Main Game - 12.7mb

VIDEO.ZIP - The Video Add-On Pack - 14mb

www.cmtonline.net - Main game site with add'l info

Thanks!
#71
I noticed an odd problem.  I have a lot of AVI cutscenes in my game, and sometimes when they begin being played, AGS will crash out with no error code or anything.  But then if I go back and re-run the game, it will work fine.  Its very odd.  I was wondering if anyone else experienced anything like this (I didn't find any similar issues when I searched the forum). 

I am using WinXP Pro.

Thanks,

Bill
#72
Hello to all.

I am nearing completion of a workable demo for my game, which includes basically the intro and first complete level (the game is broken into several levels in various parts of the world).

The game is completely photograph and 3D rendered, so the filesize is getting to be pretty big.Ã, 

After just the first level being completed, the main game file is approx 22mb in size, plus all the cutscenes and so forth.Ã,  One cutscene is about 60mb in size because of its quality and length.

I know some use dialup and some use high speed, and as I would like as many as possible to check out/play the game when it is finished, I was wondering if it would be a good idea to do multiple versions of the game...

For instance, the full version will probably be somewhere around 90-100mb in size when the demo is finished because of all the cutscenes I am making/rendering.Ã,  I am unwilling to remove them from the game because they add to the ambiance and such.

I have re-rendered another version of all the cutscenes to low-res mode, which drops the size about 2/3 of the way.Ã,  The zipped file is about 25mb in size.

So with that said, would it be worth my while to do a version of the cutscenes with just the rendered pics of importance, and string them together like a comic book?Ã,  Sort of a 'click-to-advance' type storyboard thing?Ã,  That way the story still gets across, but the filesizes will be a lot smaller?  I use dialup from home, and know how much of a pain it is to download large files, so I figured I'd get a general consensus on this.

Thanks,

Bill

#73
Hello everyone.  I am making a cutscene in Blender which shows 'what might happen' during a mystical vision where the EGO character gets impaled/killed with a large pike.  I was wondering if I should put in a bloody mess where he gets hit and killed by the pike, or if I should leave it bloodless.  I'm afraid of getting too gory and nasty, but I figure that since he is impaled, there will obviously be blood.  At the same time I don't want to offend those with tender sensibilities (Leisure Suit Larry reference :) ).  So, what do you guys think?  Should I make it bloody, or leave the blood out?

#74
Hello everyone.Ã, 

The game I am making is almost ready for a demo to be released.Ã,  In the meantime I have one question I was hoping to get some advice on.

The game itself is 640x480 and uses nothing but digitized photographs and rendered backgrounds, so its "realistic".Ã,  The main character I am using was rendered and painted in Blender.Ã,  However, I'm not too happy with him.Ã,  I honestly feel I could do a better job drawing a character for the animations and so forth.Ã,  And I don't really want to re-animate and render this guy.

The question is do you think it would look odd or funny to have a photo-realistic game-environment, objects, characters, etc, but have the EGO character be hand-drawn?Ã,  I could make him look as nice as I possibly can, but it'd still be obvious he wasn't rendered and/or photographed like the other stuff in the game.Ã,  I think it would be a big contrast, what do you think?

Keep in mind the game is a serious sci-fi/fantasy genre game based on my series of books that I wrote/am still writing (so it has lots of depth, background, and character development). I.E: I am not trying to go for a humorous feel here :)

UPDATE

I decided to keep the rendered look, and spent a few hours re-animating and re-rendering the model in Blender.Ã,  Instead of using plain colors for everything, I downloaded and used some texutres for the sweater material, the jeans, the skin, the eyeballs, the lips, the leather shoes and the hair.Ã,  I think it looks a lot better now.Ã,  Still not 100% sure of the walk animation, but I think its getting there.Ã,  Keep in mind I need the character to be shiny for a lot of lighting effects I am incorporating into the game.

Criticism welcome.







Thanks much,

Bill

#75
I was browsing the forums and was going through the "Recommended Free Program" area, and came across a 3D terrain rendering program called Terragen so I decided to give it a try.Ã,  I was AMAZED at its power and ease of use.Ã,  I tinkered with it for about 30 minutes and got my first video done with it.Ã,  I am SO AMAZED at this program, especially considering it is free.

The potential this program has for the AGS games is phenominal.Ã,  I will be using this video with some other stuff I have in the works for the intro movie and so forth for my game.Ã,  I also will include cutscenes with this thing.Ã, 

Anyways, tell me what you think of my first 3D rendered background animation.Ã,  The resolution is very low (for speed so I could make sure it came out ok before cranking up the resolution for the next rendering), so the filesize is about 1 megabyte.Ã, 

It plays in 15 frames per second, so it is pretty smooth.Ã,  Criticism is welcome, like camera angles, height, etc, etc.

I WILL be removing the occasional freeze (it was 4 sections of animation combined into 1).

www.cmtonline.net/intro.avi


UPDATE NOVEMBER 18, 2004

I just finished rendering it and making one additional frame where a jutting of land comes up, and the final frame is the menu-screen from my new game with the title etched into the rock.

DIV-X HI RES : http://www.cmtonline.net/DivX_Intro.avi    (2.6mb)
INDEO_5  HI RES : http://www.cmtonline.net/Indeo5-Intro.avi  (8mb)

I did the Indeo because I did it on accident one time I compiled, and noticed the video quality was quite a bit better than the DivX version.  So I am keeping it too :)

#76
http://www.cmtonline.net/qfg/qfg-herodeath.zip

Main site: http://www.cmtonline.net/qfg/index.html

The server is being strange Ã, >:(Ã,  Ã,  My buddy said he is doing maintenance and it may sputter periodically here and there for the next day.Ã,  It is up now though.

SCREENSHOTS:
#1 ) Warrior Information Screen

#2 ) Spielburg Throneroom

#3 ) Gnome Ann's Inn in Silmaria after slaughter of city

#4 ) Room upstairs at the Inn

Man I hate Tripod...  These pics work if you Right Click the link, and choose Copy Shortcut.  Then open a new window and paste the URL into the browser.  Sorry :(


The game is still in its infancy beta-demo test stage, but the first level is working and able to be completed.Ã,  There is still a lot of coding, touchup, etc, etc, to be done, so keep that in mind while playing it.

STORYLINE/PLOT:
You are the son of the hero from the original Quest For Glory series of games.Ã,  The game takes place 30 years after the ending of the Dragon Fire game.Ã,  Your father (the hero) was a world famous fighter, and married Elsa von Spielburg.Ã,  The two became King and Queen of Silmaria and ruled prosperously for years.Ã,  When you reached your 17th year of age, you are sent for 'toughening up' to the Barony of Spielburg to serve your Uncle Barnard von Spielburg.Ã,  You are there for two years when you get word that Silmaria was invaded in the night by a mysterious invasion force.Ã,  99% of Silmaria is missing, even the corpses are gone.Ã,  You rush home to try and find what happened.Ã, 

This game takes place in all previous lands of the other QFG games and 1 more land newly created for this game.

Check the website for info on the battle system, class progression system, and other features.

Bill Garrett
#77
Hello all.  I am finalizing a few little tweaks in my QFG game before I release the preliminary demo/first look thing, and I wanted some opinions on this.

Its a true RPG, so keep in mind that there are levels, but just as in the other QFG games, your stats raise as you use them, not just when you level up.  The levels are there to give a few more distribution points manually (something different I figured), plus to factor into some other things in the game (such as damage).

So I was finishing up the battle system, and got to thinking about my MAX_DAMAGE variable for the Ego player.  Does this formula sound good?  This is for melee combat BTW:

(((STRENGTH+WEAPONUSE) / 3 ) + ((LUCK+AGI) / 2) + LEVEL) + WEAPON MODIFIER  //For various Weapons which have + bonuses to stats

By my calculations :

WARRIOR : 21 Max Damage
MAGE : 11 Max Damage
THIEF : 17 Max Damage

Does this sound like a good idea?  Or should I do something more simple to make it more well rounded?  The Thief has a kinda high melee...


#78
I have done a lot of reading through the forums and can't find anything helpful in this particular instance.Ã,  I am nearing completion of the first part of my Quest For Glory RPG to release a demo (the first city is done), and I was doing all kinds of testing, when I realized I left the automated battle system turned on (for those who don't like fighting, I have an automated system where the game fights for you, similar to QFG4).Ã,  Random is a great function :)

Anyways, when I turned the system back to manual, the thing didn't work as anticipated...Ã,  I keep getting loop errors.Ã,  So essentially, I need some code suggestions to get the looping function to work.Ã,  The system is turn based because I am a bigger fan of that than the realtime systems, but I guess I don't know how to make it wait for a character input to be made.Ã,  The user will be able to navigate 2 GUIs, a melee and spell GUI, and select the attack to be made.Ã,  But I can't make the game stop executing and wait for a selection to be made (I really hope I explained that clearly enough...)Ã,  Here is the skeleton code for what I am attempting to do:


function room_b() {
Ã,  // script for room: Player enters screen (after fadein)


//BATTLE SCRIPTING


GUIOn(7);Ã,  //TURN STAT GUI ON
GUIOn(9);Ã,  Ã,  //TURN MELEE BATTLE GUI ON

string turn;Ã,  Ã, //Reflects whose turn it is on the Stat GUI
int turn2;Ã,  Ã,  Ã, //Ã,  Determines whose turn it is.
turn2=Random(1);Ã,  // 0 for Hero, 1 for Monster
int damage;Ã,  // Damage done to the Hero
string gui;Ã,  //String used to update GUI
int mob;Ã,  Ã, //Monster type
int mobhp;Ã,  //Monster HP
int egohp;Ã,  //Hero HP
int herodone;Ã,  //If the hero is done with his turn.
int herodamage;Ã,  //Damage done by the hero


mob=GetGlobalInt(27);Ã,  //SET RANDOM DAMAGE DEALERS FOR SPECIFIC MOB
egohp=GetGlobalInt(14);

if (mob == 6){Ã,     //Silmaria Demon
Ã,  mobhp=25;      }



//---------------------ACTUAL FIGHT SYSTEM BELOW----------------


while (mobhp>0){Ã,  Ã,  Ã,  Ã,  Ã,  Ã, //RUNS THE SCRIPT UNTIL THE ENEMY IS DEAD


if (turn2==0){         //HERO TURN
StrFormat(turn, "Hero");
SetLabelText(7,1,turn);Ã,  Ã, 


if (egohp<1){
Display("You loose sucka!");Ã,  Ã,  Ã,  Ã,  Ã, //IF THE HERO DIES
QuitGame(0);
}

while(herodone==0){Ã,  Ã,  Ã, //THIS IS WHERE I NEED HELP.Ã,  Ã, I don't know what to do to make the game wait for a click on the GUI from the player before running the script below.

herodamage=(....);Ã,  //Calculation here for all the hero damage


mobhp=(mobhp-herodamage);


herodone++;
}

turn2++;
herodone=0;
}


else if (turn2==1){      //ENEMY TURN
StrFormat(turn, "Enemy");
SetLabelText(7,1,turn);Ã,  Ã, 

AnimateCharacter(GetGlobalInt(27),8,4,0);
while (character[GetGlobalInt(27)].animating != 0) {
Ã,  Wait(1);
}
FaceCharacter(GetGlobalInt(27), EGO);


if (mob == 6){Ã,     //Silmaria Demon
Ã,  damage=Random(4);}

if (damage>0){
AnimateCharacter(EGO, 15, 2, 0);
while (character[EGO].animating != 0) {
Ã,  Wait(1);
}
FaceCharacter(EGO, GetGlobalInt(27));
}

egohp=(egohp-damage);
SetGlobalInt(14, egohp);
turn2--;


}
}
}

Thanks,

Bill

#79
I am trying to put a simple IF statement in the main statusbar GUI.Ã,  Essentially, when the user clicks on the Spellbook icon, the Spell GUI opens, and they can go about their business.

The IF statement I put in runs a check to make sure the user has Magic Use ability.Ã,  If the user has magic use ability, the spellbook will open.Ã,  If not, they get a message stating they don't have magic ability (to keep non-casters from accessing spells).

The code works fine.Ã,  The non-magic people can't view it, and the magic users can.Ã,  However, when the non-magic users click the icon, it just goes back to the normal game.Ã,  The message I told it to put up doesn't show.Ã,  Any ideas?

CODE :
---------


#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
if (interface == 4 && button == 18) {
Ã,  Ã,  GUIOn(1);
Ã,  Ã,  GUIOff(4);
Ã,  Ã,  Ã, }


if (interface == ICONBAR) {
Ã,  Ã,  if (button == 4) {Ã,  // show inventory
Ã,  Ã,  Ã,  Ã,  Ã,  show_inventory_window();
Ã,  Ã, 
Ã,  Ã, }
Ã,  Ã,  else if (button == 5) {Ã,  Ã, // use selected inventory
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  }
Ã,  Ã,  else if (button == 6)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  else if (button == 7)Ã,  Ã, // load gameÃ,  = RestoreGameDialog();
Ã,  Ã,  Ã,  GUIOn(4);
Ã,  Ã,  else if (button == 8)Ã,  Ã, // quit
Ã,  Ã,  Ã,  QuitGame(1);
Ã,  Ã,  else if (button == 9) {Ã,  Ã, // SPELLS

if (GetGlobalInt(16) > 0){Ã,  //If Magic Use skill is greater than 0.....
SetPlayerCharacter (4);Ã,  //switch to Char 4, the SPELL char
Ã,  Ã,  Ã,  GUIOn(6);Ã,  Ã,  //SPELLS GUI
Ã,  }
else if (GetGlobalInt(16) < 0) {

Display("You don't have any magical ability");
}
}Ã,  // end if interface ICONBAR
}


Thanks

BIll Garrett
#80
I am using a two inventory system with my game.Ã,  One (with the main EGO character) for normal inventory stuff, and another for spells (with a 2nd character SPELLS).

The spells inventory (with Char SPELLS) works fine.Ã,  It opens, displays properly, and closes (although the selected spell doesn't carry back over to EGO when the switch is done, but thats something else I will worry about later.

When I open the standard inventory screen (a custom one) for EGO, it opens fine, but it also opens the spell GUI screen!?Ã,  The inventory reflected on both the inventory and spell GUI is the inventory of EGO, so its pulling the right data.Ã,  However, I can NOT turn off the spell GUI for the life of me.Ã,  I have tried inserting GUIOff(x) commands throughout the code in both Global Script, and the GUI script.Ã, 

It is infuriating. I have included code, and would appreciate any insight into why this is happening, and how I can fix it.

Thanks!


---------------------------
GLOBAL CODE :
---------------------------

#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function game_start() {
SetInvDimensions (40,40) ;

// called when the game starts, before the first room is loaded

SetPlayerCharacter(4);Ã,  //The SPELL Character
AddInventory(3);Ã,  Ã, // The Zap Spell
AddInventory(4);Ã,  // The Detect Magic Spell
SetPlayerCharacter(0);Ã,  // Back to EGO character for the beginning of the game.


}
#sectionend game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
Ã, 

Ã,  // ** CUSTOM INVENTORY WINDOW
Ã,  GUIOn (3);Ã, Ã,  // Inventory GUI
Ã,  Ã, 
Ã,  // switch to the Use cursor (to select items with)
Ã,  SetCursorMode (MODE_USE);
Ã,  // But, override the appearance to look like the hand
Ã,  SetMouseCursor (6);

}



#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function interface_click(int interface, int button) {

if (interface == 4 && button == 18) {
Ã,  Ã,  GUIOn(1);Ã,  Ã, //SCORE GUI
Ã,  Ã,  GUIOff(4);Ã,  //INVENTORY GUI
Ã,  Ã,  Ã, }


if (interface == ICONBAR) {
Ã,  Ã,  if (button == 4) {Ã,  // show inventory
Ã,  Ã,  Ã,  Ã,  Ã,  show_inventory_window();
Ã,  Ã, 
Ã,  Ã, }
Ã,  Ã,  else if (button == 5) {Ã,  Ã, // use selected inventory
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  }
Ã,  Ã,  else if (button == 6)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  else if (button == 7)Ã,  Ã, // load game
Ã,  Ã,  Ã,  RestoreGameDialog();
Ã,  Ã,  else if (button == 8)Ã,  Ã, // quit
Ã,  Ã,  Ã,  QuitGame(1);

Ã,  Ã,  else if (button == 9)Ã,  Ã,  // SPELLS
SetPlayerCharacter (4);Ã,  //SPELLS CHARACTER
Ã,  Ã,  Ã,  GUIOn(6); //SPELLS MENU
Ã, 

}Ã,  // end if interface ICONBAR


if (interface == 6) {Ã,  // SPELLS INVENTORY GUI

if (button == 3) {Ã,  Ã, //CLOSE
SetPlayerCharacter(0);Ã, 
GUIOff(6);
Ã,  Ã,  Ã,  }
if (button == 2) {Ã,  //USE OR TAKE
Ã,  Ã, SetCursorMode(2);
Ã,  Ã, SetMouseCursor (6);
Ã,  Ã, }
}

Ã,  if (interface == GUI3) {Ã,  //GUI3 IS THE CUSTOM INVENTORY GUI
GUIOff(6);Ã,  // I TRIED PUTTING THIS ALL OVER THE PLACE, THIS IS THE MOST RECENT PLACE

// They clicked a button on the Inventory GUI
Ã,  Ã, 
Ã,  Ã,  if (button == 1) {
Ã,  Ã,  Ã,  // They pressed USE, so switch to the Get cursor
Ã,  Ã,  Ã,  SetCursorMode (3);
Ã,  Ã,  Ã,  // But, override the appearance to look like the hand
Ã,  Ã,  Ã,  SetMouseCursor (2);
Ã,  Ã,  }
Ã,  Ã, 
Ã,  Ã,  if (button == 2) {
Ã,  Ã,  Ã,  // They pressed TAKE, so switch to that mode
Ã,  Ã,  Ã,  SetCursorMode(2);
Ã,  Ã,  Ã,  SetMouseCursor (6);
Ã,  Ã,  }
Ã,  Ã,  if (button == 3) {
Ã,  Ã,  Ã,  // They pressed the OK button, close the GUI
Ã,  Ã,  Ã,  GUIOff (GUI3);
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  }

Ã,  Ã,  if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
Ã,  Ã,  Ã,  // scroll down
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + game.items_per_line;
Ã,  Ã,  }
Ã,  Ã,  if ((button == 5) && (game.top_inv_item > 0)){
Ã,  Ã,  Ã,  // scroll up
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - game.items_per_line;
Ã,  Ã,  }
Ã,  }
}


------------------------------
END CODE
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Help please! :)

Bill Garrett
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