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Messages - theretrodrisk

#1
that's perfect thank you so much...  For reference to others, this is the code I used...
if (!cGiana.Animating) {cGiana.Animate(3, 3, eRepeat, eNoBlock);}
#2
Hi all, hope you are all well?  I am still battling through in writing a game (but having a lot of fun doing it)... One thing I am stuck on is constant animations of NPC (not idle). I don't want them walking around, but moving on the same spot.  A good example I have found the animate function and this works if I call it on room load... The trouble is, that  if I do dialogue with them then the speech overrides that animation and I can't see how to restart the animations.

I guess that is my question really, after a dialogue tree, at what point does it go back so I can call another animation script?

Thanks as always for all your amazing help.  Looking forward to showing you all my silly game  8-)
#3
That's amazing Khris, you are the man.

Thank you so much for all your help... I will look to implement it in my code.
#4
Thank you everyone... That's amazing.  What a great community here   :-D
#5
Hi everyone...

Apologies for another question...

I am trying to do a background Rock Concert in my game.  What I wan't to happen is that in the background the band plays a random tune, says a background say lead in to what the song is... Then play the tune and animate the band.
Then at the end of the song the band stops animating, it does another random selection and does that lead in and new tune.

The bit I am confused with (well a lot actually :) )  is how to only do the random loop once the song has fully played.. I have tried to use a timer (based on searches on here), but getting in a right mess... Typical of me, always going mega complex ha ha :-)

Any help in where I am going wrong is  greatly appreciated.


Code: ags

function room_RepExec()
{
  
SetTimer(1, TimeDelay);
int ran = Random(2);
if (IsTimerExpired(1)) {  
 if (ran == 0){
int TimeDelay=60;
cChuckRock.SayBackground("Right We have a real classic now");
cChuckRock.SayBackground("Yes it's the tune that made us, with our own game");
cChuckRock.SayBackground("Composed originally by the talented Matthew Simmonds ");
cChuckRock.SayBackground("But we are gonna turn it up to eleven, with the");
cChuckRock.SayBackground("Brilliant Aki Järvinen Metal mix...");
cChuckRock.SayBackground("Are you ready to get rocking?");	
cChuckRock.SayBackground("...A One...");
cChuckRock.SayBackground("...A Two.");
cChuckRock.SayBackground("...A One, Two, Three, Four...");
aChuck_Rock_metal_remix.Play();
cChuckRock.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cDinoBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cGary.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cOrphBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
}
else if (ran == 1)
{
cChuckRock.SayBackground("Right We have a real classic now");
cChuckRock.SayBackground("Yes it's the tune that made us, with our own game");
cChuckRock.SayBackground("Composed originally by the talented Matthew Simmonds ");
cChuckRock.SayBackground("But we are gonna turn it up to eleven, with the");
cChuckRock.SayBackground("Brilliant Aki Järvinen Metal mix...");
cChuckRock.SayBackground("Are you ready to get rocking?");	
cChuckRock.SayBackground("...A One...");
cChuckRock.SayBackground("...A Two.");
cChuckRock.SayBackground("...A One, Two, Three, Four...");
aChuck_Rock_metal_remix.Play();
cChuckRock.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cDinoBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cGary.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cOrphBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
}
else if (ran == 2)
{
cChuckRock.SayBackground("Right We have a real classic now");
cChuckRock.SayBackground("Yes it's the tune that made us, with our own game");
cChuckRock.SayBackground("Composed originally by the talented Matthew Simmonds ");
cChuckRock.SayBackground("But we are gonna turn it up to eleven, with the");
cChuckRock.SayBackground("Brilliant Aki Järvinen Metal mix...");
cChuckRock.SayBackground("Are you ready to get rocking?");	
cChuckRock.SayBackground("...A One...");
cChuckRock.SayBackground("...A Two.");
cChuckRock.SayBackground("...A One, Two, Three, Four...");
aChuck_Rock_metal_remix.Play();
cChuckRock.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cDinoBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cGary.Animate(1, 3, eRepeat, eNoBlock, eForwards);
cOrphBand.Animate(1, 3, eRepeat, eNoBlock, eForwards);
}
}
}
#6
Thanks,  I will read through how best to do it.  Thanks for your help.
#7
Thanks for the update... I thought I was being daft.. but glad glad it wasn't me being stupid... the reason I chose verb coin is I felt my puzzles wouldn't use half the verbs of the scumm style an was never personally a fan of the  Sierra UI (sorry)... So does this mean its best to restart my game on a different template?
#8
First of all, what an amazing editor tool... I have only just started using it and already got some amazing stuff happening... Most of the things I have been able to work out from the brilliant forum and vids out there...  I am however genuinely  stuck on a couple items and this is the first...

On Verb Coin template how does the player save or load a game like they can in the other template styles?

I wanted to do the verb coin style, but for the life of me I can work it out ( I promise I have been looking. ).  Apologies if I missed it.

Thanks again for all your help.

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