Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - silverwolfpet

#61
Here's a challenge!

I've been using this module/template... it's brilliant. Never failed me so far.
However... I'm trying to make a little tweak to it for my game.

If you click on any object, you have USE, LOOK AT and TALK TO.
But how can I change the USE function to PICK UP for certain objects? not all...just for some.

Given that, how can I change the string on the bottom of the screen from
Use rock on fence
to
Smash fence
(or any other sentence I want to show) ?
#62
I didn't want to write a new topic since we have this one.

I do not understand how you can make characters be reflected in the lake.

32-bit, 1024x756, character sprites are PNGs with transparency.

Any ideas? I've got the latest version of the lake module, and my AGS version is v3.1.2 SP1, February 2009

Help, please?

Code I used in the room:

Code: ags

Lake Room2Lake;

function room_FirstLoad()
{
  Room2Lake.DefaultConstruct();
  Room2Lake.x = 0;
  Room2Lake.y = 500;
  Room2Lake.w = 800;
  Room2Lake.h = 500;
  Room2Lake.yRippleSize = 0.5;
  Room2Lake.xRipplePhaseScale = 0.5;
  Room2Lake.xRipplePhaseScale = 0.5;
}

function room_RepExec()
{
  Room2Lake.Update();
}


EDIT: FOUND the solution!!

For all interested, just play some more with the baselines. You can always use

cEgo.Baseline = 2;  (in the global script)

and then use

Lake.baseline = 4;  (in the room script)

I used to put really low values (like 0 or 1) and it just won't take them. Yay! Fixed it!

But now I has another issue. I'm fading in a title...and as I'm doing that, the lake stops updating.
I tried using

function room_RepExec()
{
 Room2Lake.Update();
}

...but during the fade in of the title (which is an object), the lake won't update. Any ideas? I can move characters while it's fading in...so I have no idea why it's doing that.

EDIT 2: I'm brilliant.

Instead of using a fade IN - fade OUT script, I just (patiently) created 20 sprites (each with +5% transparency) of the title.
THEN I turned it into an object... and I animated that object, specifying not to Block the script (eNoBlock).
Gave it the right timing and voila! It's brilliant!

Thanks :D
#63
What the titles says.

When a character follows another character, everything is fine if the screen is stationary. Once the screen scrolls from right to left, or left to right, the character that follows starts vibrating and shaking and trembling.

Thing I noticed... it only does that sometimes, usually when the following character is near the screen edge. Is there any way to fix this? The scrolling itself is smooth, I'm just having trouble with the characters.

I tried turning off the anti-sliding option. That fixes the problem, but their animations are messed up.

Also, still on topic... Can you lower the background image manually? The dimensions are right, yet I have a black bar on the bottom. Basically, the background is "lifted" about 20 pixels.

EDIT: I fixed the background issue. I just enlarged it a bit. No biggie.
#64
Aha!!

Thanks, now it works. I didn't know I could rebuild all files. Very useful tool.

There was a parenthesis forgotten in a corner somewhere. Thanks!
#65
No log, no nothing.

Should I post the entire room code for both rooms?

I just changed the value of the "&50" to "&1" to test if it's from the file or not.
Nothing changed, the character won't speak in the second room.
#66
I start the game, two rooms so far.

Looking/interacting/talking to objects and talking with characters... both play speech files (ogg format).

Walking towards second room, entering second room.

Looking/interacting/talking to objects doesn't play speech files.
Dialogues have no problems.

Rooms were coded in the same way...

Code: ags

Room 1 example

function hHotspot1_Interact()
{
if (player == cKauff) {
  cKauff.FaceLocation(154, 639);
  cKauff.Say("&46 Use ...the ...crops.");
  cKauff.Say("&47 I don't get it.");
}
else {
  cGustav.FaceLocation(154, 639);
  cGustav.Say("I don't have to pee right now.");
}}


Code: ags

Room 2 example

function hHotspot2_Look()
{
if (player == cKauff) {
  cKauff.FaceLocation(710, 187);
  cKauff.Say("&50 Oh, a pretty cloud!");
  cKauff.Say("&51 Looks like icecream!");
}
else {
  cGustav.FaceLocation(710, 187);
  cGustav.Say("Hm, just a cloud...");
  cGustav.Say("Reminds me of Kauff's hair.");
}}




Yes, there are two player-characters... but that shouldn't matter. It simply doesn't take the "&50" command before the lines.

Command "&47" from room one is played correctly, text and sound.
Command "&48" from room two is not played... ...no sound, but the text appears.

I've checked 3 times on each line... they all have been named correctly, no errors, no nothing.
What could be the issue here?
#67
Thank you!
And "else if" seemed to do the job too. :)
#68
I have two characters...so it's fine with "character" for me.

Thank you very much! It's brilliant!

I just need to polish it a little... for some reason it sometimes cuts off the animation. I'll figure it out :) Thanks!

Oh and if I want to have three idle views?

EDIT: added a "else if" and made it work. Thanks!!
#69
I need a background artist for a 1024x756 game.

Style: somewhere between Day of the Tentacle and Toonstruck. Not pixelated.

Story: 95% done.
Music: 90% done.
Characters: 95% done.
Coding: 80% done.

...I just need a good artist :)

You can contact me at silverwolfpet@yahoo.com
Thanks!
#70
Short version:

I read the help file... useful stuff but I can't really tie them together.
How do I make the game show one idle animation after 5 seconds...and another idle animation for the same view (let's say Front) after another 5 seconds?

LucasArts style game.

Long Version:

Let's say the default idle view is 6.
And the other idle view is 7.

I think I can set up a global timer... and when that timer reaches zero I can change idle view of character to 7.
Then reset the timer.
And do it again to change it back to 6.

Question is... how do I "phrase" that in code?
I can't quite put my finger on it.
#71
You're a genius! I made it work! Yes yes yes! Awesome! Everything works swell! :D

Two thumbs waaay way up! Thank you!
#72
Well, I did exactly as you wrote... word for word. Copy paste.
Deleted exactly what you said.

Now it just shows me "Walk to" all the time, hotspots are without any name (so nothing appears, or nothing gets recognized) and the Verbcoin doesn't work anymore. Thoughts?
#73
Nah, it's fine, I just deleted that single line...no big deal. Wasn't going to use middle button anyway.

any suggestions on my problem? It's related to the Verbcoin. Do I have to modify your script?
#74
Hi!

I downloaded this one: Verbcoin template v1.0a (For AGS 3.1)
I have version 3.1.

I just import the script and, without setting up anything, I try and run the game, just to see if it runs without setting up the GUI and all that stuff. It freezes on the same line, at the same place.

Verbcoin.asc(826): Error (line 826): undefined symbol 'eMouseMiddleInv'

What am I doing wrong?

EDIT: I just deleted the 'eMouseMiddleInv', seems to run fine now...although I did notice a slight lower framerate. Could also be due to the music (3Mb).

Second EDIT:  Okay, got it to work, it's brilliant! One thing though...

I have two characters: Kauff and Gustav. I used to put this at the beginning of the global script:

Code: ags
function game_start() 
{
  if (mouse.Mode == eModeWalkto) {
  Label1.Text = String.Format("Walk to @OVERHOTSPOT@");
}


And later on I added

Code: ags

function on_mouse_click(MouseButton button)
{
if (player == cKauff) {
    if (mouse.Mode == eModeWalkto) {
  Label1.Text = String.Format("Walk to @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeLookat) {
  Label1.Text = String.Format("Analyze @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeInteract) {
  Label1.Text = String.Format("Use @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeTalkto) {
  Label1.Text = String.Format("Answer Question to @OVERHOTSPOT@");
  }}
  else {
      if (mouse.Mode == eModeWalkto) {
  Label1.Text = String.Format("Walk to @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeLookat) {
  Label1.Text = String.Format("Examine @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeInteract) {
  Label1.Text = String.Format("Use @OVERHOTSPOT@");
  }
  else if (mouse.Mode == eModeTalkto) {
  Label1.Text = String.Format("Contradict Kauff with @OVERHOTSPOT@");


Basically, I want each of these two playable characters to have unique actions (even though "Answer Question to" and "Contradict Kauff with" have the same function as "Talk to". It's just unique and I like it)

Now, when the GUI appears, mouseover works fine but it doesn't show the "Analyze", "Use" etc etc strings anymore.

I managed to give each character a unique GUI, with it's own buttons... like so:

Code: ags
function repeatedly_execute() 
{
  if (player == cKauff){
  Verbcoin.CoinGUI = gKauffVerbcoin;
  Verbcoin.XOffset = gKauffVerbcoin.Width / 2;
  Verbcoin.YOffset = gKauffVerbcoin.Height / 2;
  Verbcoin.AddButton(btnKauffLook, "Look at", eModeLookat);
  Verbcoin.AddButton(btnKauffTalk, "Talk to", eModeTalkto);
  Verbcoin.AddButton(btnKauffUse, "Use", eModeInteract);
}
else if (player == cGustav) {
  Verbcoin.CoinGUI = gGustavVerbcoin;
  Verbcoin.XOffset = gGustavVerbcoin.Width / 2;
  Verbcoin.YOffset = gGustavVerbcoin.Height / 2;
  Verbcoin.AddButton(btnGustavLook, "Look at", eModeLookat);
  Verbcoin.AddButton(btnGustavTalk, "Talk to", eModeTalkto);
  Verbcoin.AddButton(btnGustavUse, "Use", eModeInteract);
}}


Where can I add/move the original code for the @overhotspot@ stuff to appear when I mouseover the buttons?

...that sounded like crap, but you get the idea of what I am asking. Thank you!
#75
eMouseMiddleInv gave me some problems too.
#76
Consider it done, Mr. Personal Consultant. Do you want a fancy name in the credits, like Consiglieri? Or whatever the mafia calls the "Family Consultant" :p

I feel kind of childish fooling around with code and trying to learn how to do this, even though I know I'm totally anti-talented at this. I appreciate any help I can get. Once I finish the verbcoin and the walking-talking animations...we're ready to go! Really! Everything is set, including the story and the puzzles on half the game. We can start building upon all that. :D

Now I'll get back to the animations. Walking cycles...bleeeehhh...
#77
Oook Khris :p I understand now, sorry, hehehe. And thanks again for the info.

Monkey, when do you think your verbcoin script will be ready? o.O
#78
Hi everybody!

I'm looking for a background artist. I'm looking for a cartoony style, like Day of the Tentacle had, but not pixelated.
1024x756
colorful (most of the times)

If we work together you can have this much fun:
100%
and this much money
0%

Well, not 0%, because we plan on selling the game and give you your right share and credit, of course. But before we do that we need background.

If you are interested in showing your best stuff, e-mail me at     silverwolfpet (at) yahoo (dot) com

I will tell you about the game in private. Wouldn't want to ruin the surprise, now, would we? :)
#79
On a side note, towards the moderator that moved this... ummm, it's NOT a beginner's question. Did you notice the code necessary for this kind of thing?!

Well, either way, if you think I can get better answers there...sure, why not. I'm just smashing my head against the keyboard.
#80
Wow, thanks guys!

Hehe, I didn't really expect you to see this post, Mr. Mighty Programmer, I just didn't want to bother you :) If you're releasing a script, that's brilliant, I could sure use that.

In the meantime, just for my sake, I will try to learn what you and Khricey said, see if I can come up with something.Worst case scenario, at least I learn some stuff.

I'm really into this game and I really really want to see it finished! Thank you for the help!

EDIT: I just learned that I'm better at writing novels than writing code. It's a start, right?
SMF spam blocked by CleanTalk