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Messages - strazer

#2121
Yeah, and just put a label on that GUI with "@OVERHOTSPOT@" as its text.
#2122
Advanced Technical Forum / Re: Countdown clock
Sat 02/10/2004 14:56:16
Hm, that's actually not the countdown clock you were asking for...

Then how about this:

Code: ags
// main global script

int countdown=-1; // countdown initally off


function repeatedly_execute_always() {
// runs even when game is blocked

//...

if (countdown > -1) countdown--; // if countdown enabled, decrease it
int mins = ((countdown / GetGameSpeed()) / 60) % 60;
int secs = (countdown / GetGameSpeed()) % 60;
string buffer;
StrFormat(buffer, "%02d:%02d", mins, secs);
SetLabelText(YOURGUIHERE, YOURLABELNUMBERHERE, buffer);

//...
}


function repeatedly_execute() {
//...

if (countdown == 0) { // countdown expired
Display("You lose!"); // not allowed in rep_ex_always
RestartGame();
}

//...
}


export countdown;


// room script file

import int countdown;


function room_a() {
  // script for room: First time player enters screen
//...

  countdown = (10*60) * GetGameSpeed(); // start countdown (ten minutes)

//...
}
#2123
Advanced Technical Forum / Re: Countdown clock
Sat 02/10/2004 13:06:56
Try this:

Code: ags
// main global script

int gameloops=0;

function repeatedly_execute() {
//...

gameloops++;
int mins = ((gameloops / GetGameSpeed()) / 60) % 60;
if (mins == 10) {
 Display("You lose!");
 RestartGame();
}

//...
}
#2125
Critics' Lounge / Re: Player Chaacter - LAPD
Fri 01/10/2004 11:54:19
Here's a quick idea for a face in a style I think you'll be able to emulate:



Compare with your original image, especially the ears, nose, mouth etc., then try it yourself.
#2126
Yeah, it's a nice idea.

I've added it to the tracker: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=472

QuoteHow do us lowly non-moderators go about getting a suggestion up there? Should we still post a 'SUGGESTION' thread in the tech forum as per usual?

Good question. CJ?

My approach would be to add stuff myself that CJ replies to and writes something along the lines of "I'll add it to my list".
#2127
QuoteSomething like one second per 3 words.

The algorithm is
  time = ((StrLen(messagetext) / game.text_speed) + 1) * GetGameSpeed();

Edit:
That's in numbers of game loops.
#2128
No, I believe it's http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=156

The entry you've mentioned is for setting an offset in sierra text windows, much like the game.dialog_options_x and _y variables.
#2129
General Discussion / Re: Emoticon Upgrade?
Wed 29/09/2004 03:46:49
Quote from: Petteri on Sun 26/09/2004 17:46:29
How about these:

@_@
O.o
^_^

:P

Nice additions, Pete!
But don't you think captures the expression better?

I hope these will be implemented soon.
#2130
If you're playing the wav file as music, you could put
StopMusic();
after the EndCutscene command.

If you're playing it with PlaySound, put
PlaySound(-1);
there instead.

Edit:
Oh wait, music doesn't support wav files anyway. :P
So yes, my second suggestion is correct.

You're welcome. :)
#2131
You have to save rooms as "roomX.crm" where X is the number of the room.

Then, you have to change your player character's starting room from "-1" to the number of the first room (on the "Characters" pane in the editor).
#2133
Advanced Technical Forum / Re: #define problem
Wed 29/09/2004 02:32:00
SGS_SELECTED_COLOUR
#2134
I think it's taken about 20 hours net (just adding them, verifying all entries easily took another 20).
If I had written every entry out in full, it would have been much, much more. So I quickly dropped that idea. ;)

Most entries are self-explanatory anyway, but if you think something could use a more elaborate description, don't hesitate to write a comment.
#2135
Manual: Other features -> Distributing your game -> Custom icon
#2137
General Discussion / Re: Emoticon Upgrade?
Sun 26/09/2004 17:21:33
That may be, but it makes it harder to make out the expression IMO.

Just a pixel would be enough:

#2138
General Discussion / Re: Emoticon Upgrade?
Sun 26/09/2004 17:09:21
I have to say I prefer netmonkey's, but with upped hairline.
#2139
The same for me, autowil.

Also, you don't need to put .mid files into the download. Put them in the game folder (not Compiled) and they will be bundled into the exe.
#2140
Scorpiorus wrote a QfG battle engine tutorial for the AGS ezine:
http://invis.free.anonymizer.com/http://geocities.com/scorpiorus82/qfgbe_v1.zip
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