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Messages - strazer

#2741
Thanks for the link. My search came up empty.

So removing the walk-to-point will have to do for now. I just don't like specifying coordinates in my scripts.  :)
#2742
Hm, I've just run into a similar situation.
I want to change the name of a hotspot at runtime. At first, the hotspot has no name/description ("", could as easily be "???"), then when the player examines and identifies it, it should change to whatever it is he found.

I'm using @OVERHOTSPOT@ to display its name next to the mouse cursor, that's why it's important to change the name itself.

So I think a call for SetHotSpotName, SetObjectName and so forth is in order?

EDIT: It just occurred to me, as a workaround I could use 2 hotspots, one with no name, and another disabled one. When the first one is examined, it is disabled and the second one enabled.
Still, I think the above functions would be useful.
#2743
I have removed almost all blocking calls from my game, but now I have a small problem with hotspots:

I have turned off "Walk to hotspot in Look mode", but a click in any other mode still moves the player to the hotspot with a blocking command...

Is it possible to include options to turn that behavior off for all other modes as well?

Thank you
Chris
#2744
General Discussion / Re:A new AGS website?
Fri 30/01/2004 00:01:12
Excellent, Darth!

But I too would like to see the blue cup more prominent.

QuoteThis makes me wonder. Does AGS have an official logo ? Ok, There is a bluecup at the start of AGSEdit, but... if somebody wants to add the logo on the box cover of his game, or if instead of just displaying "Made with Adventure Game Studio" during a game intro, the AGS Logo just fade in & out ? The logo could also be displayed on the website at the top of each page...

I will use this in my game:
#2745
Well, the hip seems a bit static if you look for it. But I bet nobody will notice once the char is moving.
It's absolutely awesome as it is, don't worry about it.
#2746

This one is mighty fine. Don't overkill.
#2747
No problem:

string buffer;
InputBox("Name: ",buffer);
StrCopy(character[xxx].name, buffer);

Where xxx is the script name of the character. Same way with objects I guess.

EDIT: Checked the manual. There don't appear to be functions to set object, inventory or hotspot names. You may want to look into custom properties though.
#2748
When I first discovered AGS I was surprised how easy it is to save and restore a game.
Are all current values stored "manually" or is it just a memory dump?

The reason I ask is because, how do I know savegames from an older version of my game won't work with a revised version (other than testing :) )?
Is there anything in particular you should avoid doing?
#2749
Quote...
There are also no income taxes.

Heres why later:

Is there an IRS?

Yes, we pay taxes. Sounds like you don't enjoy keeping track of your
personal income taxes. I don't think anyone does.

While I do agree that this guy is a hoax, I have to defend him here.
He said there are no income taxes. Later he says "we pay taxes", but doesn't specify what exactly.
In the second part of the sentence he merely comments that the poster doesn't enjoy keeping track of his income taxes. That doesn't make Titor's taxes income taxes.

You have to admire the consistency in his writings. Quite masterfully he rarely gives definite answers and often replies with counterquestions.
If the physics part would hold up to scrutiny as well (apparently it doesn't), it would be harder to tell if he was a hoax or not.

In this thread the mods of the forums where he allegedly made the posts seem to have him identified as a liar.

Hoax or not, he does have a point about society today. If that does not make you think, at least his story is so well done IMO that for non-physicists it's quite entertaining.

Btw, he doesn't talk of "civil war" but "civil conflict", small incidents that keep mounting up until 2008. So if you really want to believe, you might have to wait another 4 years.  :)
#2750
Awesome!

Thanks for the hint.
#2751
Alternatively it would be helpful if the sound wouldn't stop playing when the player leaves the room.

Sorry I keep bringing this up but I believe sound and sound effects to be an integral part of the gaming experience.

Thank you!
Chris
#2752
Do0kie: Reminds me of


this one from this site.

Correct?
#2753
Sounds like a great idea for an adventure game  :)
#2754
Critics' Lounge / Re:Background - Hotel Lobby
Tue 27/01/2004 07:16:17
You're welcome. :)

Excellent revision with the shadow of another pillar in the back.
And the stairs really look much better non-red. ;D
#2755
Critics' Lounge / Re:Background - Hotel Lobby
Tue 27/01/2004 06:50:35
Shadowing suggestion:



Shadow layer here, if you want to use it (at 30% in the pic above).

Jeez, what am I doing? I should be working on my own backgrounds!  :P
#2756
Anytime, pal  :)
#2757
QuoteSure, it's in the manual under "Setting Up The Game".

Ah yes, thanks.

QuoteWhat about adding the values of two variables? Do you know anything about that?

Don't quite know what you mean. Doesn't

variable3 = variable1 + variable2;

work?
#2758
Quote(If the variable is smaller than or equal to 10, but greater than or equal to 7, then do this...)

You just combine two conditions (AND expression), like this:

 if ( (variable >= 7) && (variable <= 10)) {
   //code
 }

An OR expression would use || instead of &&

QuoteI see there are variables, such as @GIx@, and the @SCORE@
I knew about @SCORE@ and so forth, but where did you read about @GIx@? Didn't know that and I couldn't find it in the manual.

QuoteOne last thing, I declare my globalints/variables in the script header, correct?

AFAIK the script header covers (all) rooms only, don't know if the variables work in the global script then.
I define my variables in the global script

 int variable;

then I export it at the end of the global script

 export variable;

then import them in the script header

 import int variable;

This way, the variable is available in both global script and in all rooms.
#2759
It's quite easy in fact.

Just put a GUI Slider object on a gui, set it's min and max values (default game speed is 40), maybe min 10 max 70.

Then add to your interface_click function:

...
if (interface == 3) {  // gui the slider is on
  if (button == 0) SetGameSpeed(GetSliderValue(3,0)); // on left mouse click; 3=number of gui, 0=number of slider
}
...

Chris
#2760
Critics' Lounge / Re:Background - Hotel Lobby
Mon 26/01/2004 06:47:46
QuoteMe, personally, I thought it was good to begin with... but that's just me

No, not just you. But we're here to c&c, right?

QuoteHere's the (quickly drawn) floor plan for the lobby.

Ok, I thought of something like this.
So why don't you drop the wall left to the elevator (makes more sense anyway IMHO) and extend the wall a bit beyond the pillar, like this:



Works better methinks.
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