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Messages - strazer

#2541
QuoteIt's only as messy as the code you write to implement it

Hehe, sure. It's just that it's not worth to me losing the built-in interaction mechanics for such a thing.
After all, I would have to use "Any click on" and check the cursor modes myself, right?
#2542
Quotethe game could use the characters 0-32 instead

I'm in the middle of editing a font and I was wondering about these (mostly empty) characters.
What is/was their purpose? How will we be able to display them?

Btw, what is the naming convention for SCI font files? I don't get the numbering thing.
#2543
Nice workaround, thanks, but a little messy for my tastes.
The missing animation is not that important anyway, but surely such a function can't be that hard to implement either?
#2544
3 - Voice acting?
8 - Beta testing?
9 - I'd say this is scripting. But what is 2 then?

What about
- Translations
- Sound effects
#2545
No. I'm using that, but it doesn't work on inventory items.
If there were a function as described above, I could manually trigger this animation at mouseover.
#2546
Surprisingly, I couldn't find an earlier thread or a mention in the docs for this, so I don't know if this was asked before:

My inventory is on the screen the entire time.
I'd like to have my mouse cursors animate (>1 frames) not only when over hotspots or objects, but when over inventory items as well.
A function like AnimateMouseCursor to manually trigger the animation would be helpful.

This way it would also be easier to make the cursor animation in general depend on whether there is actually an interaction defined for the current cursor mode.
#2547
Cool.
Just for future reference, in case you want to do more advanced stuff from dialogs, here's how to do it:

Code: ags

// dialog script

@1 // buy item 1
ego: Gimme that thing there!
guy: No prob. Here you go...
run-script 1
return

@2 // buy item 2
ego: I want this over there!
guy: Sure. Here you go...
run-script 2
return

@3 // buy nothing
ego: That's all, thanks.
guy: Bye.
stop


Code: ags

// global script (menu "Script", "Edit global script...")

function dialog_request (int parameter) { // add this function if it's not there

  if (parameter == 1) { // called by run-script 1
    AddInventory(1); // give player inventory item 1, same as add-inv 1
    // put more advanced stuff here, animations and such
  }
  else if (parameter == 2) { // run-script 2
    AddInventory(2); // give player inv item 2
    // more stuff here
  }
  // ...etc., put as much else-ifs here as you need

}


Also, check out this nifty dialog creation tool.
#2548
Have you ever scripted a dialog before?
If not, be sure to read up on "Conversations" in the manual.

I think the add-inv X (X=inventory item number) command is what you're looking for.
#2549
Try not use music0.mp3 and begin with music1.mp3?
I'm not sure 0 is supposed to be used at all.
#2550
I do the door thing this way:

I draw the background with the doorway only, no door:


The door itself is an object that is visible right from the start:


To open and close the door, I set up a view containing the door animation and call AnimateObjectEx:
1 2 3

This way the only thing clickable is the door.
#2551
QuoteDisplaySpeechBackground I can't display variables

What do you mean?

string buffer;
StrCopy(buffer,"Hello world.");
DisplaySpeechBackground(EGO,buffer);

works for me.
You can display numbers with

int numba=47;
string buffer;
StrFormat(buffer,"The number is %d",numba);
DisplaySpeechBackground(EGO,buffer);
#2552
Hm, you've got a point.
Perhaps a more fitting name would be Dialog Creator since you create dialog scripts for AGS, not directly edit them.
#2553
...
#2554
Dude, what's with the ??s all the time?
One question mark is enough.

Regarding ScummVM, you know that holding down the left mouse button brings up the verb coin?
#2555
Critics' Lounge / Re:Mummy Character C&C
Mon 19/04/2004 07:30:40
Cool, nice shading!
I think the right arm is a tad too short.
And the left leg needs straightening out IMO, too bowlegged.

Good job! Can't wait to see it moving. :)
#2556
To make sure, if you have Winamp, play the wave file with it and press the "File info" button (the small "i") to see if it's compressed or not.
#2557
Scummbuddy, the error message automatically adds the space, so I don't think that's it.

- Check if the file is in your game directory, not the compiled directory.
- Check if its name is sound1.wav, not sound01.wav
- Check if the file is not actually named sound1.wav.wav (turn off "Hide file extensions" in Windows-Explorer/Extras/Folder options/View)
- Check if you saved the file as an uncompressed PCM wave file, ADPCM compressed wave files produce the error message you've described
#2558
I use the old Microsoft GIF Animator. Simple, but works.

Edit: Updated link
#2559
Agreed. At least give us a choice between a zip and an installer.
#2560
For the Setup program icon, put setup.ico in your game (not compiled) directory.

To create icons, try SnIco Edit.

A completely free setup program is Inno Setup, Clickteam Install Creator displays an ad.
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