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Messages - skuttleman

#121
Quote from: GarageGothic on Mon 12/05/2008 03:19:45
Characters and Objects have similar GetAtScreenXY functions.

Keep in mind that Characters and Objects use room coordinates, and the mouse uses screen coordinates, so if your room scrolls, you'd need to compensate for that.

Code: ags

Hotspot *myhotspot = Hotspot.GetAtScreenXY(object[1].X - GetViewportX(), object[1].Y - GetViewportY());
#122
Quote from: Emerald on Sun 11/05/2008 19:11:39
Unless by 'Han Solo', you meant the character, not Harrison Ford himself. I momentarily got them confused :P)

I meant Han Solo the character, not Harrison Ford the actor.
#123
Quote from: Mercutick on Sun 11/05/2008 10:30:22
when i try and open them i get a message displayed saying "Windows cannot find the program to open this file"

This might be a silly question, but do you have something that can open zip files? What version of Windows are you using, because I think pre-XP Windows didn't have that built-in.
#124
Any movie with Han Solo in it is going to be superior to any movie without him (provided he shoots first, or course).
#125
Quote from: Dualnames on Fri 09/05/2008 09:50:44
Ok we need a musician for Lone Case 3:Showdown. speech is about to be ready and we need someone to work on the music..

What kind of music did you have in mind? I might be able to help. Could you send me a demo of the game so I can get a feel for it?
#126
Quote from: miguel on Thu 08/05/2008 21:10:08
So, as a European guy I answer with a question, how powerful is a American president and what is the senate's part in the big decisions?

The U.S. government was designed to be kept in place by a series of "checks and balances". This means that the president can't do a whole lot without soliciting the help of the Legislative and/or Judicial branch. No one branch of the U.S. government has the power to do much of anything without one or both of the other two. So, the president is more than a figurehead, but less than a dictator (though not much less, it sometimes seems).
#127
What you need to do is declare the variable at the top of the global script (outside of and before any functions)

Code: ags

// main global script file
int varname = 0;


Then in a function that runs when the player picks up the item...
Code: ags

// function where the player picked up one of the items
function player_picked_up_one_of_the_items()
{
  if (varname < 4) varname ++;
  else
  {
     DisplayMessage(#);
     player.Addinventory(inventory[#]);
  }
}


That should keep the variable from being reassigned to 0. Hope that helps.
#128
Congratulations. This thread brought my mind to a complete hault.
#129
It sure would be nice if RapidShare didn't suck so much. I'll be playing this if/when I'm actually able to download it.
#130
I don't like paying to download music. It isn't really that I'm cheap, it's just that there's something about paying for something that you don't really get to call yours that turns me off. When I put money out for something, I want a product. I want a physical thing I can hold up and say, "I paid for this." The whole digital-consumer age leaves me kind of high and dry, especially when so many things are available via the internet for free.
#131
Key to remember is that lawsuits are only about one thing: money. Are you in violation of copyright laws for pilfering Douglas Adams' intellectual property? Yes. Is anyone going to care or be able to do much about it if you aren't attempting to make a profit? No.
#132
Quote from: subspark on Tue 06/05/2008 20:20:40
Your work is tops always, CJ. I guess I speak for the majority when I say we really appreciate the work you've put into AGS. Honestly some of those new features in AGS just rock the cradle man!

Here! Here!
#133
You could abbreviate the code as thus:

Code: ags

int varname = 0;

if (varname < 4) varname ++;
else
{
   DisplayMessage(#);
   player.Addinventory(inventory[#]);
}
#134
General Discussion / Re: Game release
Mon 05/05/2008 11:23:49
This very topic is covered on this web page.

http://www.adventuregamestudio.co.uk/aclegal.htm
#135
DeleteSaveSlot automatically rearrange the save games in slots (1-20) because these are the slots the built-in SaveGameDialog uses. I would try using slots 21 -24 instead of 1-4.
#136
General Discussion / Re: Comedy
Sun 04/05/2008 19:51:37
In my opinion, your best bet would be to create a story with all the typical elements (plot, conflict, rising action, climax, resolution, character arc(s), etc.) The best comedy comes from the fact that the characters in the story don't find it funny. So then the joke is for the player, not the characters. The story can be as serious or as ridiculous as you want, as long as the basic story telling elements are present and the characters accept the reality of whatever wackiness you throw at them.

Maybe you should just write up a short story and see what happens.
#137
Critics' Lounge / Re: Song for C&C
Sun 04/05/2008 14:19:23
I suppose this in-game music? I dig. It wouldn't be right for picking flowers in the meadow, but it could be really cool for when you reach the castle beyond the goblin city and have to take down the goblin king, or whatever.

Personally, I would take the first 1:40 or so and make it a separate piece for a separate part of the game. As for the rest, it's way longer than it needs to be, but if the plan is to have it repeat in the background while you're playing a game sequence, then I suppose too long is better than too short.
#138
Quote from: KhrisMUC on Sun 04/05/2008 11:36:24
Quote from: skuttleman on Sun 04/05/2008 00:43:58
Code: ags

JimBob: blah blah
run-script 2021

This isn't going to run the script 2021 until AFTER the dialog is said.
Afaik, that's not true.
Run-script in dialogs is called immediately. The Dialog.Start() command on the other hand isn't called until the function has finished executing.

I don't mean that the whole dialog will run before the srcipt, I simply mean that the script won't run until AFTER Jim Bob finishes saying "blah blah". It will run before the next line of dialog.
#139
It sounds to me like you need to read through the tutorial included with AGS in the Help file. That should answer questions like this.
#140
This can be a tricky thing to really get the timing right, but here are a couple things to keep in mind:

#1
Code: ags

JimBob: blah blah
run-script 2021

This isn't going to run the script 2021 until AFTER the dialog is said.

It would be the same as putting it in a regular script.
Code: ags

cJimBob.Say("blah blah");
dialog_request(2021);


#2
Code: ags

cJimBob.SayBackground("blah blah");
if (Random(4) == 0) dialog_request(2021);

This will run the script 2021 20% of the time (if Random produces a 0) while the character is speaking. Keep in mind that SayBackground doesn't play the character's talking animation, so you'll have to do that manually with the cJimBob.Animate function.

Hope this helps.
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