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Messages - thezombiecow

#61
QuoteI did the very thing thezombiecow is suggesting in the game I'm making. 

Awesome. Hope it works out for you ;)
#62
I can't remember how the parser works, off hand, but don't you need an 'if' statement, not an if else?

Code: ags

//"DRINK WINE" 
  if (Parser.Said("drink wine"))
{
  if (staff==1)
  { Display("No more for me, thanks!");
    txtParser.SetText("");
  }
  else if (staff==0)
  {
    cEgo.Walk(214, 149, eBlock);
    Display("Bravely, you take hold of the wine glass. You clink your glasses together and drink every last drop. The alcohol has a slightly dizzying effect...");
      staff+=1;
      character[EGO].AddInventory(istaff);
      object[2].Visible = false;
txtParser.SetText("");
  }
}




//"GET STAFF" CODE
if (Parser.Said("take staff"))
{
      if (staff==1)
      { 
      Display("You already have it");
      txtParser.SetText("");
      }
      else if (staff==0 && Region.GetAtRoomXY(player.x, player.y) == region[0])
      {
      Display("You need to get closer");
      txtParser.SetText("");
      }
      else if (staff==0 && Region.GetAtRoomXY(player.x,player.y) == region[2])
      {
      Display("'Ah, ah, ah! First we drink, then we'll talk about the staff!'");
      txtParser.SetText("");
      }
}


Could be wrong, I haven't got AGS in front of me.  :)

#63
Quotewithout using very much code

As a workaround, using lots of code, could you add in a condition to the Interact function for each object on the other side of the room that requires a walk-up-and-interact animation??

Code: ags

if (bOiledFloorboards)
{
  // walk across, you're fine
  // interact with the whatnot on the other side as intended
}
else
{
   if (bTestedFloorboard)
   {
   cChar.Say("If I walk over there, that damned floorboard'll start squeaking again.");
   }
   else
   {
    // engineer a walk just as far as the floorboard
    // play squeak effect
    // back off
    bTestedFloorboard = true;
    }
}


??

Depends on how many objects you've got on the other side of the room, I  suppose.

#64
Forgive me if this is already possible, and I've missed it, but it'd be really nice to have a checklist of types you'd like to be viewing in the room editor.

It'd be really useful to be able to see Walkable Areas, hotspots and Objects (and characters??) all at the same time in the room editor...

??
#66
Try:


function [whatever]
{
  gInventory.Visible = true;
}
#67
Further to this thread, I'm having some problems with custom Dialog display. THought I'd better shift discussion to here, since it doesn't seem like a Beginner problem anymore.

I've made a custom GUI for dialog, gDialog and set it to be used in General Options.

Under Direct Draw it displays fine, as intended.

Under D3D9, I'm getting a screenwidth wide black background directly behind the GUI.

The GUI works as intended, and the black disappears when the GUI disappears. I've tried several test games, default games, different GUIs, different image/ colour combinations... all with no change.

Any idea what might be causing it, and if there's a 'do not display big black background' option I've failed to uncheck somewhere? I'm on AGS 3.

#68
The version I'm using is about a month old... 3.0 something, presumably stable...??

Should I shift this issue to the Tech Forum? Is it more likely to get picked up there?

d

EDIT: I've shifted this to here, hope that's ok: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35854.0
#69
Quote from: TwinMoon on Thu 16/10/2008 23:18:51
Just to get the problem clear:

- When you start the game, there's no sign of a black bar.
- When you start a dialog with Dialog.Start(), it displays gDialog but also with large black blocks on the left and right, which are the same height as gDialog.
- If you change the y value of gDialog the black chunks also change position.
- If you end the dialog, that black stuff also disappears.

Is this correct?

Yep, all correct.

EDIT: Progress on this... under Direct Draw 5 everything displays exactly as you'd expect (no black box). On Direct3D 9 hardware acceleration, I get the black boxes either side. I've tried it on a Test Game and an Empty Game and get the same results every time.

Has that made this not a beginner problem and something more serious??

d
#70
Quote from: TwinMoon on Thu 16/10/2008 22:49:56
Are you sure you changed General Settings | Use GUI for dialog options to the number of the GUI you want to use?

Yup. In fact no matter which gui I use, the blackness remains.
#71
Sorry - I forgot to point out: I'm assuming the blackness is the black that's drawn screen-width for the bog-standard non-custom GUI.. you know the box that appears at the bottom of a default game??
#72
Down the bottom right, above all the info that deals with your hotspot (and just below all the general options, colours, sprites, dialogs, gui etc etc menu) there's a little drop-down box.

Click it, and select Hotspot; ID 2.  That'll let you draw a new hotspot, with a whole new bunch of look ats/ uses.

Is that what you were after?

d
#73
QuoteBut wait: AGS changes the cursor to "pointer". You probably forgot to assign a graphic to that one, zombiecow.

Aha! That's nailed that problem! Thanks!

For test purposes, I've set the bg colour to 3. Although transparent, and assigning an image to it all still have the same black background effect behind it...

The GUI itself is displaying in the right place; shifting the x/ y/ height/ width all work. It's also displaying properly... it's the background.

Also, this doesn't happen on any of my other custom GUIs.

Also, I've tried shifting the z-order from positive to negative, with no change to the blackness...

??

EDIT: hmmm... I'm still testing this, but it looks like buttons etc. aren't being drawn onto my gDialog... is there anything within AGS that ignores buttons/ labels/ textboxes on a GUI that's being used for dialog...??

EDIT 2: EDIT HARDER: Also, the font's being displayed without an outline, so presumably I've just done something massivley wrong in setup... Given that I didn't do anything in setup for a custom GUI, what should I be doing in setting up a dialog GUI? // although actually, all fonts display on top of GUIs without outlines. Oh I don't know...!
#74
I'm using a custom dialog GUI (gDialog). I've set the appropriate option in General Options to use it, and it's displaying in the right place.

Problem is, it's displaying a screen-wide block chunk of solid black behind it of the same height as gDialog, and the mouse disappears when I roll over it (it reappears only when I end the dialog). The GUI itself works fine, bar the no-mouse issue.

Presumably I'm either missing the 'turn off big chunk of black' or a chunk of general script as a result of starting with an empty game.

Anyone know what I'm doing wrongo?
#75
As far as I see it, the problem is that everyone these days expects help files to be utterly useless. Hitting F1 in an application is very much a last resort, because they're scant and poorly-indexed.

The fact is that AGS' help file is surprisingly detailed and amazing, and someone should point out that it's actually genuinely useful and thorough, that one sentence alone might be enough to encourage newbies to look there first.
#76
No snooty humourless *****, please, but it is being written in the fairly-shitty and bug-ridden AGS, so there's a plus.

Dude, language please!!!! :P -- Mods
#77


That's right: there is going to be a sequel to Ben There, Dan That! after all, even though I totally can't afford it! It's going to be better and tighter, more gorgeous and more puzzley than ever before.

What's more, I'm giving away the opportunity to get your ugly mug in the game, playing the character of your dreams.

All you have to do is come up with an interesting character that you’d play, someone fitting of the nonsense BTDT Universe.

Full details are here - if you're going to enter, please do leave your entry at the Zombie cow comments section/ forums, and not here, in case I miss them. And so I can contact you easily.

#78
Did we definitely win this, then?

NOT THAT I'M INTERESTED IN MATERIAL OBJECTS, obviously, it's just I've never won anything before.
#79
You can't get into the castle, it's only there as exposition.

You can get into the museum shop, though ;)
#80
QuoteI don't know exactly what happened to Dmitry or not (I just said that in the worst case scenario, there could be a rock-removing bug in the game), but IF the situation is that the rock needed to progress in the game disappears at some point if you don't do everything in the correct order so that you can't even finish the game, I would call that a bug, yes..

There's nothing complicated going on with the rock whatsoever. It's a simple object that's visible on startup, and in plain view on entering that dimension...

??
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