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Topics - rmonic79

#41
Hi guys we are trying to give the possibility to skip a dialogue only if it was just said.
the only solution we found was to use a global variable for any dialogue that occurs again but we don't want to do it :), moreover the things should happen also on object, hotspot... decription.
It can be done? is there a module that have this function?
thanks
#42
hi guys, another question,is it possible to customize the options of winsetup.exe? We want less options for our game.
thanks.
#43
Hi guys we were able to change language in runtime but not the nine verb translated gui. The translation is on the way and we need to solve this problem.
Can someone help?
#44
Hi guys i need help to make a main screen "continue" button that load the last savegame and if it's possible to autosave at certain point of the game, saving on the first avaible slot if there's no autosave, or overwriting the old one. thanks for help
#45
hy i don't know if i missed something in this months but i think i nevere read if there's a method to draw an hotspot over another. i need to enable a small square over big one after some puzzle but i don't want to leave a hole inside the big square, is it possible? I have a similar problem with an hotspot over a charachter, is it possible to have the hotspot on first line under the mouse? thanks for your time :)
#46
hi guys i have a big problem with this marvellous module. I want to reset scrollstate not only when the dialogue stop but each time after a return in the dialogue. I have it works like this:

Code: ags

@15
Bibl:Lo si incontra spesso in giro mentre vaga senza meta leggendo un libro...
Bibl:... con un' espressione da suicidio...
  CDG.scroll_from =0;
return


but i have to put it in every dialogue option of the game, i didn't find any way to create an if statement in the global script to check if dialogues are stopping or return. Can someone help me?
#47
Hello guys i wanna do something like MI1 governor's house selecting actions and objects automatically  and even moving the cursor around. Is it possible?
#48
hello guys, i want to make a slider to change the screen brightness but with System.gamma doesn't work in windowed mode and most of all doesn't work on Windows 8.1.
Any solution?
thanks :)
#49
I've tried this code without lockview and animate and the classic speech view doesn't work so i solved like this:

Code: ags

     int dialoghi=0;
function room_RepExec()
{
    if (BISTICCIO==true){
    if (dialoghi==0){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (IsTimerExpired(2)){cbibl.UnlockView();SetTimer(1, 20);}
    if (dialoghi==1&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==2&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==3&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==4&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==5&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==6&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==7&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==8&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==9&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==10&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==11&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==12&&IsTimerExpired(1)){cbibl.LockView(43);cbibl.Animate(0, 6, eRepeat, eNoBlock, eForwards);cbibl.SayBackground("asdas");SetTimer(1,80);SetTimer(2, 60);dialoghi++;}
    if (dialoghi==13&&IsTimerExpired(1)){dialoghi=0;}
    
  }
  
}

is there a lighter way to do this?
#50
Hi guys, is there a way to check if the dialogue is running?
like
Code: ags
if (dPlayer is running) {
                do some stuff}
 or          if (dPlayer is stopped){
                do other stuff}

thank you for the answers.
#51
hi, i want to move clouds in background even when the dialogue is running, i did like this

Code: ags
function room_RepExec()
{ 

if (IsTimerExpired(4)){ocloud.X=ocloud.X - 1;SetTimer(4, 20);}
if (IsTimerExpired(5)){ocloud1.X=ocloud1.X - 1;SetTimer(5, 20);}
}


but doesn't work during dialogue, the clouds stop moving :( i tried also with object.move but the speed is too much fast
any suggestion?
#52
hi guys i have a little problem, i have a continuos idle view and a talk view that have the same movement as idle plus speech, is there a way to have the same frame number on view change like seems that the character talks without stop doing his stuff?
#53
hy guys i'm tryng to make clouds with parallax scrolling on four level. Is it possible to move objects having them reappear on the opposite side of the screen to create a perpetual movement?
#54
hi guys i have a question about main menu, the one that have New game, Load game, Continue, credits.
i' ve tried to reset room with new game one by one is it correct? or there's a global command that reset all room? and i have a little problem, when i return to main menu and start a new game resetting intro (i made a mistake enabling savestate in the the intro room and i can't change the option, i have to make a new room or is there a way to change it?) the main charachter is scaling about 70% and i don't understand why :( some advice?
Thanks
#55
Hello, i'm reading the manual for multiple scripts. I don't understand completely the process, can someone clarify me for example what i have to do if i want to make a separate module for characters and items? in this way the global script will be much more clear. thank you
#56
Hi guys i have a big problem. After i load a savegame the sound with eRepeat style doesn't restart and music and sound effect stop playing until i re-enter in room. please give me an hand

EDIT: it seems that the problem is with wav i've tried with mp3 and ogg file and eRepeat works.
#57
Guys i'm glad to announce that Chronicle of Innsmouth is on line
http://store.steampowered.com/app/420180/Chronicle_of_Innsmouth/

       

Hello guys, this is my first game, i'm a big fan of Lovecraft and even a big fan of lucasarts adventure. So why do not mix them together? the game is in very first stage, i'm from Italy and the game is in italian for now, but on release it will be a translation (not made by me, don't worry), i'm also sure that the title will change one day but at this moment it's not my priority. The story is inspired by the Shadow over Innsmouth , one of my favourite novel of H.P. Lovecraft, but with much humor. I hope you will enjoy the idea and the screenshot. More news will coming soon.

[embed=425,349]http://youtu.be/hMfiGUB9FTk[/embed]


Development Progress:

intro:90%
Story: 100%
Scripting: 90%
Graphics: 90%
Sound/Music: 70%
                                                                                         
Diary
12/05/2016
Hello guys we are almost ready to start english alpha testing thanks to mandle :)

09/15/2016
Hi guys, we started italian alpha testing yesterday, english will come very soon. stay tuned :)


30/01/2016
Hi guys, we're working hard on Chronicle of Innmouth, so the news are a little delayed. But we like to show you some screenshots of latest background and a video with a walk trough Innmouth. See you soon
https://www.youtube.com/watch?v=bF1a2oIA-ww&feature=youtu.be










11/11/2015
We are glad to announce that Chronicle of Innsmouth was accepted to Steam :)

09/10/2015
Hi guys! I'm glad to announce that the techdemo in Italian/english will be out on 15 Semptember.

08/27/2015
Hi guys! We are about to realase a tech demo in Italian/English. If someone wants to help with the translation, will be welcome.

07/15/2015
Hello guys. the demo with english translation is almost done, stay tuned ;)

06/10/2015
The funniest bug we ever encountered :) very embarrassing moment :)

[embed=425,349]http://youtu.be/FCc-LJyxHwg[/embed]

04/12/2015
almost finished gif of an animated background



03/15/2015
New screenshot from a completed background, stay tuned :)


02-20-2015
Some screenshot with a near complete Marsh refinery and with major adjustement of old backgrounds, stay tuned ;)




01-24-2015
a little screenshot of works in progress marsh refinery



12-07-2014
as i promised a little trailer made with sony vegas and published on our youtubechannel
[embed=425,349]http://youtu.be/ZnYJWQhQrwQ[/embed]
12-06-2014
Added a photo from the main menu, soon a video with some gameplay ( i need time to mount it :) )






#58
hello, i would like to add and remove instrument in certain point of the game. Is there a way to run multiple audio track of the same duration and mute or unmute on event within the script? i didn't find it in the manual but perhaps someone has found a way to do this. Maybe i can use setRoomLocation or Audiochannel.volume but i don't know if the sync beetween track will be accurate.

EDIT: i solved using an ambient music adding two sound at 0 volume of two different instrument and rising volume when the player walks on a certain region. For now it works really well. I wonder if exist the possibility that the sync may get lost for reasons i can't recognize. i'm using wav file. thanks for the answers
#59
Hello to everyone, i'm from Italy . We are trying to make a little adventure game in monkey island style. It's about an hour i'm searching for a method to disable double click on exit hotspot  skip walking. Is it possible? thanks for the answers and sorry for my bad english :)
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