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Messages - skuttleman

#81
Change
Code: ags

if (myDoor == 1)


to:

Code: ags

else if (myDoor == 1)
#82
Make the Talk To interaction for the character and then it needs to start which ever dialog topic you want.

Code: ags

function cSomebody_Talk()
{
  dialog[0].Start();
}
#83
Quote from: Dualnames on Mon 02/06/2008 20:22:09
The Hitchhiker's Guide To The Galaxy:
It's a wholly remarkable book.Probably the most popular and certainly the most succesful ever to come out the publishing houses of Ursa Minor.

Shouldn't it say "Don't Panic" on the cover?
#84
you don't need an interaction. You don't need a section. Just place it at the very bottom of the room script. It's easier than you're making it.
#85
You just have to make a function in the room script separate from whatever other functions you have going on.
Code: ags

...
function repeatedly_execute_always()
{
  // Do whatever
}
...
#86
Is there an objective to this game?
#87
General Discussion / Re: Problem with mouse...
Sun 01/06/2008 17:21:01
Quote from: Nacho on Sun 01/06/2008 17:03:01
I am that poor. And as I am the creator of one of the most expected AGS games ever, FoY, I think it should be great logical that any member could send 20 or 30 € to me.
FoY has been in the works for eight years! How much longer must we endure your crying "wolf"? (read: give us the fucking game!)  :P
#88
General Discussion / Re: Problem with mouse...
Sun 01/06/2008 14:53:03
Are you using the mouse on a laptop? I had a similar problem a few years ago and discovered it was actually the touchpad giving me problems. If you're using a laptop, you could try disabling the touchpad and see if that does the trick. Otherwise, I agree with Jon. Just go buy a new mouse.
#89
General Discussion / Re: Indy Joneses!
Thu 29/05/2008 22:48:08
Quote from: LimpingFish on Thu 29/05/2008 21:36:43
Everything from Dragonslayer to Biggles, by way of Flash Gordon and Krull!

Krull? I thought I was the only one who saw that movie.

OK, so the new Indiana Jones movie is about
Spoiler
aliens
[close]
and John Hurt is in it.... so how come
Spoiler
there wasn't an alien that broke out of his stomach?
[close]
I think if they had done that, I think I could have forgiven all the other flaws.  :-\
#90
use a separate variable for earned points.
Code: ags

earnedpoints = earnedpoints + (playerscore-cpuscore);
epoints.Text = String.Format("%d",earnedpoints);
#91
Code: ags

int myRandomNumber = Random(2) + 1;
String myGuess = Game.InputBox("Guess a Number Between 1 and 3:");
if (myRandomNumber == myGuess.AsInt)
{
  // Do something
}
else
{
  // Do something else
}
#92
Since it seems you don't want a blocking animation, you could put this in the repeatedly_execute function:

Code: ags

if (object[0].Frame == 4) object[0].StopAnimating();


And you can set the view, loop, and frame of the object right before you animate it:
Code: ags

object[0].SetView(7, 0, 5);
object[0].Animate(0, 5, eRepeat, eNoBlock, eForwards);
#93
General Discussion / Re: Indy Joneses!
Mon 26/05/2008 22:42:33
Quote from: Radiant on Mon 26/05/2008 22:08:22
Yeah, you're the second one to have missed the point of what I wrote. Congrats.

Quote from: skuttleman on Sun 25/05/2008 16:48:17
Well, Indiana was named after a dog.... "Mutt" must be.... a cat of some king?   ;)

YAY!!!! I WAS THE FIRST!!!!!!!!!!!! IN YOUR FACES!!!!!
#94
In the general settings pane, there should be an option called "pixel-perfect click detection". If you set this to false, then it will detect mouse clicks anywhere on the sprite (even the transparent pixels).
#95
Quote from: evenwolf on Mon 26/05/2008 09:55:06
We need to transition to "holihours" because we don't have enough days in the year to remember all this shit! 

.. as long as we still get off a full day's work, though. I ain't remembering JACK SHIT if I have to go into work an hour late.
#96
Open the inventory GUI you've made by finding it in the project tree and double clicking it (or single clicking it if you're not using AGS version 3)

Across the top of the screen (above the gui you're editing) you'll see different buttons that allow you to create different control types on the gui. In version 3, they look like this (they don't look that much different in earlier versions of AGS):



The right most of these buttons will allow you to create an Inventory Window control. Place one on your GUI, and when you run the game, the GUI should show you the player's inventory. If this doesn't help you, then I'm sorry because I can't make it any simpler.
#97
There's a GUI control type called and Inventory Window. You'll need to add one of those to your GUI.

Have you read through the tutorial? Not skimmed it or searched, but actually read through it? That's really the best way. You'll find all sorts of functions and tidbits that will make just about everything you try to do easier.
#98
General Discussion / Re: Indy Joneses!
Sun 25/05/2008 19:14:28
Quote from: ildu on Sun 25/05/2008 19:03:07
2. CGI. I defy anyone to explain to me why exactly we needed to see those badly-made gophers and monkeys in this film.
I'm pretty sure the original script included a forbidden love affair between one of the gophers and one of the monkeys. Kind of a Romeo and Juliet homage. Then they decided to add in all that "Indiana Jones" noise, and the script went a different direction. Who knows what might have been...  :'(

Quote from: ildu on Sun 25/05/2008 19:03:07
4. Too many explanations, especially with the McGuffin. Most of us aren't idiots, so we don't need to be led by hand the whole time.
I didn't like being held by the hand, either, but I think you're mistaken about the "most of us aren't idiots" part. Most people are.
#99
General Discussion / Re: Indy Joneses!
Sun 25/05/2008 18:59:59
Quote from: Radiant on Sun 25/05/2008 18:00:02
I got that joke, but found it a bit too far-fetched and really not funny. My point is, can you imagine film posters all across down reading "Mutt Williams and the Shrine of Disaster"? Me neither :P

I agree. I like Shia (in general). I liked him in this movie, but he's no Indiana Jones.
#100
In the general settings, there should be an option called "Custom text windo GUI". Set that to 0, and AGS should use a built-in GUI when calling the Display function.
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