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Messages - strazer

#1521
You're right, I've checked the manual, it does.

So instead of "Player enters screen (after fadein)", choose the "First time player enters screen" event. Also, this way, the cutscene doesn't run again if you re-enter the room later.
#1522
I think the "First time player enters screen" interaction runs before the fadein, so it isn't suitable for a cutscene.

Open the room the player character starts in, go to "Room settings", click the "i" button, double-click "Player enters screen (after fadein)", then add the interaction editor commands or choose "Run script", click the "Edit script..." button and enter your cutscene script, for example:

Code: ags

  // script for room: player enters screen (after fadein)

  MoveCharacterBlocking(EGO, 120, 100, 0);
  DisplaySpeech(EGO, "Nice place!);
  MoveCharacterBlocking(EGO, 160, 50, 0);
  Wait(40);
  FaceLocation(EGO, character[EGO].x, character[EGO].y - 10); // face up
  Wait(40);
  DisplaySpeech(EGO, "What is this?");
  DisplaySpeech(EGO, "I have never seen anything like it.");
  MoveCharacterBlocking(EGO, 200, 150, 0);
  FaceCharacter(EGO, GUY);
  DisplaySpeech(EGO, "Hello sir.");
  DisplaySpeech(GUY, "Oh, hello Ego.");
  DisplaySpeech(EGO, "Have you seen that thing over there?");
  DisplaySpeech(GUY, "Yes, what about it?");
  Wait(40);
  DisplaySpeech(EGO, "Nevermind.");
  DisplaySpeech(GUY, "Ok, I'm off. Bye");
  MoveCharacterBlocking(GUY, 330, 150, 1);
  NewRoomNPC(GUY, 2, 100, 100);
  DisplaySpeech(EGO, "Well, that's it then.");
  Wait(80);
  NewRoom(2);
#1524
This board is for advanced technical questions and bug reports about AGS itself, not games made with it.
Please post questions and bug reports about games to the game's thread in the Completed Games board. For Nick It and Run, it's this one.

You can use the forum search function to find a game's thread.

Edit:

Besides, I don't think the author can or will do anything about it anymore, since the game is pretty old now.

Edit 2:

And to display spoilers, use the "hide" tag when composing your message:

Code: ags

[spoiler]
This spoiler will be hidden
[/spoiler]
#1525
Yes, since dialog scripts don't support conditionals, you have to do something like this:

@2  // option 2
//...some dialog
run-script 72 // call the dialog_request function with 72 as parameter

Then go to menu "Script" -> "Global script":
Code: ags

// main global script

function dialog_request(int parameter) {

  if (parameter == 72) { // if "run-script 72" used
    if (character[GetPlayerCharacter()].inv[THE_ITEM_NUMBER]) { // if player has the inv item
      character[GetPlayerCharacter()].inv[THE_ITEM_NUMBER] = 0; // lose all of inv item
    }
    else { // if player doesn't have the inv item
      NewRoom(7); // go to room 7
    }
  }
//else if (parameter == X) { // and so on, for other run-script commands

}


Search the forum for dialog_request, you'll find a lot of threads about this.
#1526
Yes. Put
  game.narrator_speech = -1;
in your game_start function.
The voice speech files have the prefix NARR, so they must be called NARR1.wav/mp3/ogg and so on. Put them in the game folder, not the Compiled folder. A speech.vox will automatically be generated there.

Oh, and you have to do
  Display("&1 Hurrah, I have a voice!");
for NARR1 of course, just like with DisplaySpeech.

And for DisplayMessage, you just have to set the message text to "&1 Hurra, I have voice!".
#1527
I'm sorry, I was testing it with v1.1, now I see you have v2.0.0.6b.

I've tested your above code with v2.0, and it compiles fine (AGS v2.62), but I get this crash at run-time. Can't find ac_2.0.0.6b.zip anywhere, the links are dead.

Where have you put the above script? It must be inside of a function (room's "Player enters screen (after fadein)" for example).
#1528
Can you please post the code?
#1529
Can you please post the code the error message points to?
#1530
Could you upload the png you're trying to use?
#1531
AFAIK the editor doesn't display the transparency, it will only show at run-time.

Did you say Yes to the dialog box asking if you want to use the alpha channel when you imported the png?
#1532
Sweet!

Reminds of Sergio Aragones' stuff (of MAD fame).

#1534
Oh my.
I'm no programmer so I can't judge the viability of Rick's proposal, but his "null.Width" example sounds perfectly reasonable to me.
#1535
QuoteThe "winsetup.exe" file that you include is NOT the correct one... when I try to run it, it gives error message of "...unable to launch MYST.exe..."

All that the winsetup.exe does is calling the game exe with the parameter "--setup", so you can run the setup yourself by making a link to the exe with the added parameter or calling it from the command prompt.
#1536
QuoteIn my opinion, a path should evaluate to null if any portion of it is null instead of generating runtime errors.

I agree.
#1537
QuoteBy the way, strazer ... where do you pull out all these scripts?

I write most of them off the top of my head, but for the more complicated stuff, I have collected a lot of workarounds and ideas in text files when I read through all of the Beginner's and Technical boards a year ago.
I will eventually put the most common ones on my website.
#1538
Keep in mind that the unhandled_event function isn't called if you have defined an interaction for "Any click" on the hotspot since AGS can't know which cursor mode you might check in there.
#1540
You're right of course. Only alpha-channelled images on controls will be displayed, everything else (even button text) will be completely transparent.
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