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Messages - skuttleman

#41
Quote from: sharprm on Sun 03/08/2008 04:05:53
If you have two options, and make it so that one option turns itself off after you say it, then the character will automatically say the last option afterwards,
but then you have to choose the last option and you get an error. To replicate the error, turn off all the options on the template except the last two and the first one (I think).

I have one work around: allways have the option "goodbye" and "where do babies come from?" for every conversation, but ...

Wow. How strange. I'll look into that. Another work around for the time being, go into the KADS Header script and change the line:

#define KADS_AUTO_SELECT_SINGLE_OPTION true

to:

#define KADS_AUTO_SELECT_SINGLE_OPTION false

This will make it so you have to select the last option, and should fix the problem for now.
#42
Quote from: SebasC on Sat 19/07/2008 22:58:06
I have imported a character file from the demo quest just to test something in the game and i haven't scripted it in yet what so ever.

I decided not to use it and now i just can't delete the sprites for it. I've deleted it from the character section but it just wont let me delete the sprites.

It says they are being used... but i can't find it anywhere..

If you right-click on the sprite and select "Show Usage", does it list anything that is still using the sprite? Like a view you haven't deleted after deleting the character?
#43
Quote from: Makeout Patrol on Sat 19/07/2008 19:59:38
Those three things you list in the OP sound pretty great, actually. Maybe list a randomly-determined property or method - I know I haven't read the manual cover-to-cover (so to speak), and from time to time I'm looking through the documentation and find a method or property and think "man, that's useful as hell!" If there was something on the front page listing something I may never have been aware of every time I start AGS, I'd find out about them more often.

Like a "hints and tips" pop-up screen.
#44
It might be better to lose the "explain" button and just have the explanation go when you select the list item.
#45
Quote from: Dualnames on Fri 04/07/2008 14:55:38
I don;t want to have all those things I've put in this game go to waste.

Wouldn't it go to waste if you abandon this game? I would also like to see this game get finished.
#46
The player won't change room until the function finishes running, the player will be last no matter what.
#47
AWESOME!
#48
General Discussion / Re: the Skyscraper Thread
Thu 19/06/2008 11:20:32
Quote from: evenwolf on Thu 19/06/2008 09:44:31
When an architect or a construction crew makes one of these skyscrapers, surely the notion of a disaster is evident.

I wouldn't work on the construction of a building that tall unless I had a parachute.... or I was feeling suicidal.... or I needed the money..... or they asked me nicely, but other than that NO WAY!!!
#49
Quote from: Dualnames on Thu 19/06/2008 10:21:49
I decided to kill your character, so that I don;t have to pay you.

But I'm still getting paid, right?  :-*
#50
General Discussion / Re: Amn't
Wed 18/06/2008 00:49:51
I agree that devolution doesn't exist.

However, I'm not sure if I understand what this thread is really about, because language and communication are two different things. I've both witnessed and been party to completely lucid communication without the use of written or verbal language. I've also witnessed (though luckily, NOT ever been party to) and complete and total lack of communication during the course of the articulate use of language.

So I agree communication is important, and I sure would hate to see it go, but language by nature is temporal and I don't think that communication is going to go away just because language is failing that function.
#51
General Discussion / Re: Amn't
Wed 18/06/2008 00:23:48
So where's the line between the evolution of language and the devolution of language? I don't presume to know, I'm just posing the question.
#52
KADS Module (Kick Ass Dialog System)

The module is designed to bring extra functionality to the built-in dialog manager. Now you can edit your dialogs in AGS's built-in Dialog Manager, and use your own GUI to display the options customizing it any way you could possibly imagine!!!! - I think.

Requires AGS version 3.0.2 or later.

Caveats: Certain commands in the dialog editor will no longer work with this module. They have all been replaced with work arounds. See the manual (included in the download) for a full list and better explanation.

The Download includes the KADS Module, Instruction Document, and an AGS template (ready to compile and try) to show you some of the possibilities.

Revsion History:
Version 1.0.0 - 2008/06/15 - First Public Release

Edit by Dualnames: Replaced link with a working one.
#53
This seems to be a bug, but I get no error. When I try to "make template from this game" in 3.0.2, it asks me for a name and then says it completed successfully, but it doesn't make a template file. Works fine in 3.0.1.
#54
Quote from: Pablo on Sat 14/06/2008 22:48:18
When you export and import a GUI it should automatically contain all the scripts and graphics associated with it. If it doesn't then something's wrong or I'm missing something.

When I do it. It retains the graphics, not the scripts.
#55
Is thre a way to export a GUI so that I can import it and it will retain the global script code associated with it? (on_click etc.)

If so, how? If no, why?
#56
Quote from: Lt. Smash on Sat 14/06/2008 13:48:39
bug found

Code: ags
Mouse.ChangeModeGraphic(eModeWait, -1);
does not stop cursor from animating (as explained in the help), it crashes game.

It's supposed to be: ChangeModeView(eModeWait, -1);
#57
Beginners' Technical Questions / Re: controls
Sat 14/06/2008 01:56:26
serach for IsKeyPressed() in the help file.
#58
I really dig it. Better than most users' first games. Well Done!

The only thing that I would change is when you select an item from the inventory window and then close the window, the cursor should be the inventory item, instead of defaulting back to "go".

Also,
Spoiler

I was very disappointed that I didn't get to see Bob tear the bird open. Or at least hear a grusome sound effect.
[close]
#59
When you're editing the room, there should be a lightning bolt icon at the top of the properties pane. Clicking on the ellipses to the right of any of the listed events, will create a function where you can write your code.
#60
Quote from: Akatosh on Fri 13/06/2008 19:19:06
Maybe I could help, although my graphics style kind of doesn'T mingle well with that of most others...

Now, now, graphics.... play nice.

Could you PM me some samples?
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