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Messages - proskiier

#21
I have sounds for whenever an item is picked up and it is not working... I have other sounds in my game and they all work except these

and i did the same exact thing... any ideas?

(in room 1): Sound sample load failure: cannot load sound 2

My file is named: SOUND2.wav and is in the right folder
#22
code:
  // script for Object 1: Talk to object
bool talkto = false;

if talkto == false then{
cStrangekid.Say ("I can't thank you enough for getting me out of that hole.");
cStrangekid.Say ("Here take this, I found it hidden in the hole, but you can have it.");
cEgo.AddInventory(iTv);
talkto = true;
else
cStrangekid.Say ("Thanks again man.");
talkto=false;
}
}

essentially you talk to the kid and if you have already talked to him, he says the second part in the if statement, and you cant get the tvs more than once
#23
Kinda basic question but every character font color is red...

how can i make different chars have different font colors??
#24
haha they look awesome now... i cant thank you enough :)
#25
I did use characters instead of objects... so if i just add a second frame of them flipped, it will do all the work for me??


EDIT: itried to add a second flipped frame but now they just change frames when they stop moving (so they flip)

and when they move again they flip back... they dont flip depedning on what direction they are swiming....

ohh i think i know how to solve it
#26
now I just have one last question, they look kinda dumb when they swim backwards lol (tail first)

anyway to flip them over when they switch directions???

prolly not right cause they are random ints??
#27
doh I'm an idiot... i thought I did it perfectly like yours :X

my fish are swimming on the grass a bit... so I'm gonna hafta tweak the numbers a bit... but thank you so much for all of your help...


now I just have one last question, they look kinda dumb when they swim backwards lol (tail first)

anyway to flip them over when they switch directions???

prolly not right cause they are random ints??
#28
// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: Repeatedly execute
 
if (IsGamePaused() == false) {
int fishnumber = 2; //the first fish in the sequence
while (fishnumber <= 5) { //this means that we run through all the fish before continuing the script
   if (character[fishnumber].Moving == false) { //don't bother if fish is already moving
       int destinationx;
       int destinationy;     
       while (GetWalkableAreaAt (destinationx, destinationy) != 2) { //we're gonna randomize some coordinates but must make sure they're in the water (replace 3 with number of walkable area)
          destinationx = 123 + Random(84); //Replace 123 with the leftmost x coordinate of the water area and 84 with the max width of the water area
          destinationy = 102 + Random(57); //Replace 102 with top y coordinate of water area and 57 with max height of water area
          }
      character[fishnumber].Walk(destinationx, destinationy);
    }
fishnumber++;
}
}
}
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE


still getting the error

should i take one away at the way end????
#29
when i take out the bottom one it gives me those errors with the # sign


// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: Repeatedly execute
 
if (IsGamePaused() == false) {
int fishnumber = 2; //the first fish in the sequence
while (fishnumber <= 5) { //this means that we run through all the fish before continuing the script
   if (character[fishnumber].Moving == false) { //don't bother if fish is already moving
       int destinationx;
       int destinationy;     
       while (GetWalkableAreaAt (destinationx, destinationy) != 2) { //we're gonna randomize some coordinates but must make sure they're in the water (replace 3 with number of walkable area)
          destinationx = 123 + Random(84); //Replace 123 with the leftmost x coordinate of the water area and 84 with the max width of the water area
          destinationy = 102 + Random(57); //Replace 102 with top y coordinate of water area and 57 with max height of water area
          }
      character[fishnumber].Walk(destinationx, destinationy);
    }
    }
fishnumber++;
}
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE
#30


thats the error i got... is it because It is not a square fountain and the fish cannot swim"walkable area" to the top and bottom corners of the square because there is grass??



here are screen shots of all my setups to make sure I did not goof something







Code:
// script for Room: Repeatedly execute
 
if (IsGamePaused() == false) {
int fishnumber = 2; //the first fish in the sequence
while (fishnumber <= 5) { //this means that we run through all the fish before continuing the script
   if (character[fishnumber].Moving == false) { //don't bother if fish is already moving
       int destinationx;
       int destinationy;     
       while (GetWalkableAreaAt (destinationx, destinationy) != 2) { //we're gonna randomize some coordinates but must make sure they're in the water (replace 3 with number of walkable area)
          destinationx = 123 + Random(84); //Replace 123 with the leftmost x coordinate of the water area and 84 with the max width of the water area
          destinationy = 102 + Random(57); //Replace 102 with top y coordinate of water area and 57 with max height of water area
          }
      character[fishnumber].Walk(destinationx, destinationy);
      }
   }
fishnumber++;
}
}

#31
Ok I have this map with a fountain with a statue in the middle, on it



I am going to make this fish objects... (one at a time(and i will separate/shrink them)) and I want them to swim around in the water randomly

when they move behind the statue it will be ok cause I can do walkbehinds in the room menu, but how do i get them to randomly move

I know i will have to do this with scripting object
  • .move but is there a way to do it randomly??

    and do I do this in the room script since I always want them moving(swimming) around or in that always changing script??

    Thanks a bunch for the help, and let me know if you need any leet drawings made for you, as you can see my skills are top notch. :)
#32
ok ill tell her to try that, but why does it work on a bunch of my friends computers without doing the setup???
#33
i sent my sister the .exe and this is the error she got.... her computer is fairly new is there any easy fix besides messing with her drivers??

http://img89.imageshack.us/img89/7613/errorhd8.png
#34
  // script for Hotspot 1 (birdnest): Use inventory on hotspot
  if (cEgo.ActiveInventory == iEgg) {
  Display ("The mama bird drops you the key");
  cEgo.LoseInventory(iEgg);
  object[0].Visible = true;
  object[0].Move(134, 183, 4);
}


this code does not move the key(from the air 134,71) to the ground which is (134,183)

did i do something wrong?? it does everything up the the   object[0].Visible = true; (because I can see the key)

i tried adding eBlock so that I cant move until it drops but that did not work either... thanks for help in advance :)


{and on another note...}
when I go into my bedroom, I kinda made it way to big, is there any way to double my character size without redoing all the sprites??
#35
awesome man thanks alot... really appreciate the help

hard to learn without the demo being available

the tutorial is great but can only get you so far

(if you have an answer/time would you check out my other post about getting all objects/hotspots names to show under the mouse or in the bottom corner like in the {cure a cold game} under the short game menu on the site)

and also when I go into my bedroom, I kinda made it way to big, is there any way to double my character size without redoing all the sprites??
#36
My question is basically in the topic but I saw in the "how to cure a cold game" that when you had the mouse over lets say paintings (text would show up on the bottom left side of the screen saying what object/hotspot you had the mouse over.

I was just wondering how you do this.  Thanks alot for reading and/or helping me out.
#37
thank you so much I cannot tell you how helpful this was... I took a c++ class but I got a D in it because it was so hard for me. But this is kind of bringing it back.

Is there any like tree of functions anywhere or a list of all the new 2.72 ones??

also one more question, if I want to now have the door on my map just be a black rectangle (showing that it is always open) how would i do that??

Should i add a black rectangle shaped object (because I think i could possible be able to script that) or is there an easier way??

Thanks again so much, your suggestion really helped :)


p.s. just in case you repost it for someone more n00b than me, make sure you edit your "doorlocked = false:" colon into a semicolon  ;D
#38
I searched around the forum and only found one post that kinda helped me, but it was incorrect code so i didnt want to use it


Basically I have a simple map with a key on the ground that when clicked with the hand goes into inventory and is named "iKey" which i learned through the tutorial and did in the interaction thing, but I want to make it so that if you click on the door with the hand it says this door is locked.  But (you guessed it) when you use the inventory key it says the door is unlocked, and also removes the key from your inventory/allows you to now click the door with the hand cursor and go inside(load a new map).

with this best be done with the room script??? or can this be done easily with a few lines in the "room script"


sorry i am new and don't really know how this all works so far... wish there were more tutorials >.< the first one helped sooo much
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