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Messages - steptoe

#321
Hi Monkey

if I try to do a display, say or saybackground it hangs.

I know i have Wait.

cheers
#322
Hi Iceboty

works a treat many thanks.

Code: ags

function repeatedly_execute() 
{
  //IF USER TRIES TO TYPES IN TOO MANY CHARACTER
  
  if(tbInput1.Text.Length > 15) { 
  
  tbInput1.Text="Maximum 15 characters";
  Wait(100);
  tbInput1.Text="Please enter Name";
  Wait(100);
  tbInput1.Text="";
  
 }


Notice I added a bit extra because can't run Say/Display etc because of Rep Exe

cheers

;)


#323
Hi

I'm trying to put a max characters allowed in a textbox by user. (Max length will be 15)

TextBox  name is: tbInput1

Code: ags

if(tbInput1.Text.Chars[tbInput1.Text.Length 15])


I get:

GlobalScript.asc(863): Error (line 863): Parse error in expr near 'tbInput1'


My code at the moment is:

Code: ags

function Button11_OnClick(GUIControl *control, MouseButton button)
{
   if (tbInput1.Text != "")
 
 {
   player.Name = tbInput1.Text;
   gName.Visible=false;
   player.Name = tbInput1.Text;
   Leddie.Text = String.Format("%s", player.Name);
   ggameonfo.Visible=true;
}
  else
  Display("You can't be the Nameless One!");
}


Or could I use a variable of some sort?

Looking for the right solution, can you help?

cheers



#324
Hi

At the momement (afaik) AGS does not support speech audio in SayBackground which is a shame. So, to combat this I have had to make separate audio to play along with all Say text.  Its impossible to stop Audio without stopping all text audio as well, which is not really an option in this case.

I do not want the player to be unmoveable everytime someone speaks as with the Say command even if it is only for a second or two. I suppose it may be durable in this case, worth a try I suppose.

Something I will have to look into further.

cheers



#325
Thanks guys

as I have mentioned, the game I am doing is not so much long story lined with heaps of text but just spoken comments, cheers, boos, snide remarks etc etc so its not a big issue but I have included text as well to aid understanding.

As my audio speech is not such a big thing in regards of endless audio speech dribble, and I've played many a game where it starts to get off-putting and head for the volume control, I feel that if it's not going to distract the player too much and only adds to the game play that I'll leave it as it is.

Your points are all duly noted.

Its about finding a happy medium I suppose.

cheers



#326
Hi all you testers...

need tester for SPIT BOY.

Spit your way to become World spitting champion!

Expected launch date: Jan 2012






steptoe



#327
Hi

You have to make sure you copy all the necessary files such as audio.vox (contains all music and sounds you included to play in your game) into whatever directory folder you want to use to run it. I suggest copying your compile folder and using that to play the game.

AGS games won't  play what it has not got or referenced to.

IE Just loading Game Exe without any other files present in that folder will Not play any music/sounds.




#328
Hi

I have added text as well as audio for the main parts: Its in English, can't do much for other tongues, but at least it can be read as well as heard.

Providing you are not deaf I think cheering and laughing is International.

The audio spoken words are really only an accompaniment to the game rather than anything else and sound quite good.

Example: someone in the crowd throwing comments or when you get a point score.

If it meant doing a whole load of audio texts then I think it would be more of an issue but as it has been said, text should be included along with the audio speech.

cheers guys




#329
Thanks for your views.

The text speech I have in mind will be commentary and a few cheers, boos etc.

Nothing long and stretched out as it were.

Would you recommend with a speech pack download option or adjust System.Volume per Say.

Keep your views coming  :=
#330
Hi

Which do you think is the best option for games and why?

This does not relate to music, sounds effects and without a separate speech pack.

A: Text speech only
B: Audio speech only
C: Both

I'd be interested in your views on this subject.

Cheers



#331
Hi

EDIT: Solved

Code: ags

  player.Name = tbInput1.Text;
 Leddie.Text = String.Format("%s", player.Name);

--------------------------------------------------------------------------------------


I'm trying to put an inputted players name onto a label that displays.

A character Say /Display with inputted players name 0k it's just getting it to display onto a label.

Have tried:

Code: ags
 Leddie.Text="%s";


And

Code: ags
 Leddie.Text ="%s, player.Name";


help appreciated

cheers

#332
Browsers have there own way of displaying stuff. What appears ok in one may display differently in others.

Specify both the height AND the width (not %) with all swf files. You also have embed, which is good.

Test your page with other browsers other than IE as IE is to forgiving. Test it in Firefox and Chrome also. When you are happy with the page upload it.

I suggest building it with either Firefox or Chrome as your test browser.

Make sure the browser is updated with all the necessary plugin extensions.

checkout: http://kb2.adobe.com/cps/415/tn_4150.html

and:    http://animation.about.com/od/flashanimationtutorials/qt/embedswfwebpage.htm

Note:

Many people go over to programs like WordPress because they hope to save money rather than let a pro deal with the tech stuff. Fortunately I used to get quite a lot of work due to ex clients getting out of their depth.

Good luck and hope you resolve it.





#333
AGS Games in Production / Re: * SPIT BOY
Sun 11/12/2011 08:57:56
New updated Screenshots:

Game Progress:97%. Tester now wanted!

EDIT: You now enter YOUR NAME (Mine:Steptoe) to be displayed on the leader board:

Leader board (watch yourself climb to the number one spot):

   





Uodated screenshot:




#334
Hi

if you just want to change the players color you could just use Character.Tint

Quote from Manual:

Quote
Character.Tint(int red, int green, int blue,
              int saturation, int luminance)

Tints the character on the screen to (RED, GREEN, BLUE) with SATURATION percent saturation.
This function applies a tint to a specific character. For the meaning of all the parameters, see SetAmbientTint.

The tint set by this function overrides any ambient tint set for the room. For this reason, passing the SATURATION as 0 to this function does not turn it off - rather, it ensures that no tint is applied to the character (even if an ambient tint is set).

To remove the tint set by this function and return to using the ambient tint for this character, call RemoveTint.

NOTE: This function only works in hi-colour games and with hi-colour sprites.

Example:

cEgo.Tint(0, 250, 0, 30, 100); // replace cEgo with your character name.

will tint the EGO character green.
Eg If your character steps on a region for example, you could have him tint to green / red etc. and remove tint when he steps off it.

Hope this is what you refer to.


#335
General Discussion / Annoying AGS issues.
Sat 10/12/2011 12:07:12
Hi

Have you come across any annoying AGS issues such as an object not changing after changing its sprite number and compiling and when you look back in the room the object has not changed and shows original sprite or adding a new object does not show on screen etc etc etc?

If you have had any annoying issues then please share so we all know what issues can at times happen.

cheers

#336
Hi

nice code Khris but it does not conform to the game play as the player must only move to and fro across the walkable area.

Like at the rifle range at the fair: you can move side to side but never forward as it were.

Using 
Code: ags

player.x = mouse.x; 
player.y = mouse.y; 


will move the player anywhere the cursor is, similar to when the player has active inventory attached as you well know.

I'm quite happy as it is, not 100% perfik but durable until such time.

cheers all you guys

:=

PS Maybe you can shed some more light on it if you play the game?



#337
Khris

I just revamped/adjusted gRestartYN and called it when wanting to Quit game.

Thanks for your response.

steptoe


#338
Khris

Well, in a round-about way, yes I suppose it is a shooter game.

The character moves side to side only and he shoots things with the spacebar.

You have to position yourself and line up the targets and fire.

A cursor (hair) would be inappropriate in this case as it would be too perfect, but I understand what you mean.

I suppose it's Arcade in style.

steptoe




#339
Hi

I finally realised my mistake.

I should call up gRestartYN instead of the QuitGame code callup, then I can customise the gRestartYN GUI and Quit from there.

Silly me  :'(

#340
Hi


My version (v3.2.1 Build 3.2.1.111) has a new gui when QuitGame(1);

It does not seem to have the gui listed as it did in previous versions where you could amend RestartYN gui.

How do you edit this version if its possible?

cheers
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