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Messages - strazer

#1941
General Discussion / Re: TEST PLS IGNORE
Mon 27/12/2004 07:07:18
You can use the "Preview" button when composing a message to test stuff.
#1942
You can try turning the object on, then setting it to 100% transparent with
  SetObjectTransparency(0, 100);
and back to non-transparent if the mouse is over the object.

I know that characters can still be clicked when they're turned off this way, don't know about objects. I also don't know if the GetObjectAt code works on transparent stuff or not.
Let us know how it turned out.
#1943
Critics' Lounge / Re: Boxing Monkey
Mon 27/12/2004 06:53:58
Nice, very original.
As you said, they're very rough. More prominent eyes and some shading and you'll have an awesome character.
#1944
Quote
What happened is that it went through the animate sequence once then stopped.

Try the above code with

  AnimateObject (7, 0, 40, 1);

This way, the animation is looped. You can skip it with the ESC key (ASCII code 27).

Quotehow to detect whether an inventory item exists in the inventory

If you want to know if a character is carrying a specific item, do

  if (character[EGO].inv[11]) { // if character EGO carries inv item 11 (one or more)
    // do stuff
  }
#1945
I do get e-mails about replies.
Make sure the e-mail in your profile is correct and you have
"Receive reply notification only for the first unread reply"
and
"Turn notification on when you post or reply to a topic"
checked in your "Notifications and Email" settings.
#1946
Would calling SetFadeColor followed by FadeOut in "Player enters screen (before fadein)" work?
#1947
Try this:

Code: ags

// Main header script

struct mystrings {
  char str1[200];
  char str2[200];
  //...
};


Code: ags

// main global script

mystrings Blah[30];


Code: ags

//...

StrCopy(Blah[11].str1, "sometext");
StrCopy(Blah[22].str2, "someothertext");

//...


Technical Archive:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13897.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13842.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=6918.0
#1949
Wow, thanks for the video!
I really like your background style, it goes well with my characters, so I'm trying to learn to draw your way. This was very helpful!
Can't wait for your next video tutorials. Rock on!
#1950
QuoteInteresting idea, I'll certainly consider it. Can you think of a snappy keyword to represent this?
readonlyexternal comes to mind, but that's a bit unwieldy.

Actually, I thought that was what "protected" would do. After all, what's the harm of reading a variable?
How about "writeprotected"? :)

Happy holidays!
#1951
Can I make a struct member variable that can be written only by functions of the struct but can be read directly by all other functions?
Do I really need to make Getxxx functions for every variable?
#1953
And if you want it to display at another location than above the player character's head, do

int oid = DisplaySpeechBackground(GetPlayerCharacter(), "Inventory added");
MoveOverlay(oid, 10, 300); // tweak coordinates for your game resolution
#1954
I don't quite understand what you mean by displaying a "font"?
If you want to display a generic message each time an inventory item is added to the inventory, put this in the global script:

function on_event(int event, int data) {
  if (event == ADD_INVENTORY) {
    Display("Inventory added");
  }
}
#1955
You don't necessarily need to compile a specific DOS-version.
You can use the acdos.exe with every game that doesn't use plugins.
Just do "C:\> acdos game.exe" or rename the game.exe to ac2game.dat and run acdos.
#1956
Look in the manual for the "on_event" function. Is that what you're looking for?
#1958
The BG looks nice but could use some shading and has still a lot of perspective problems.
I found this tutorial very helpful: http://www.lyndale.vic.edu.au/viscom/drawingsystems.html

Also, I'm not quite sure about the size of your characters. The door is very small yet the railings on the stairs are huge. If your characters should fit through that door I would make the planks smaller too.

And the edges of the stair steps should overlap the railings like in Neil's example. Still looks more like a ramp to me.
Also, the stairs shouldn't end at the bottom of the wall but extend below it (see Neil's example).
#1960
Inkscape is a free vector-based drawing program.
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