Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - x_traveler_x

#21
My fault.. how silly of meÃ,  :-\

I tried it.Ã,  Here's a screengrab showing the results:



Cursor Mode 4 seems to be active at the time.
#22
Just tried your suggestion.Ã,  Unfortunately, it didn't seem to have any effect.

Here's what I did:
Code: ags

Ã,  if (character[EGO].activeinv == 1) {
Ã,  Ã,  if (GetCursorMode() == 4){
Ã,  Ã,  Ã,  ChangeCursorGraphic (4,66);
Ã,  Ã,  }
Ã,  }


Could it maybe be incorrect to put this in the repeatedly_execute() section of my global?
#24
I've looked everywhere for a variable, setting, or command to change whether text is anti-aliased or not.  The manual alludes to such a thing, but I can't seem to find it anywhere.

Quote
... any TTF fonts you have in your game will be rendered to the screen anti-aliased. This can make them look a lot better, but it has two drawbacks - firstly, anti-aliasing is significantly slower than normal rendering, so you might want an option to allow the player to turn it off..
#25
Okay, I had to read your post again because I misunderstood what you were asking.  Sorry :)

Yes, I have tripple-checked my global and I'm certain that that there are no SetCursorMode(4) commands with my ChangeCursorGraphic code.  The only place where SetCursorMode(4)  can be found is on the ICONBAR GUI, where it is by default.

I'll try to rephrase my problem.  At the top of all my GUIs' codes, I placed a SetMouseCursor (6) so that the cursor turns to an arrow every time a GUI is accessed.  It works all the time, except for when an inventory item is selected and its corresponding cursor is on screen-- that's when the item's cursor stays on screen and SetMouseCursor(6) seems to be ignored.  Now if I cycle-through to another cursor, and then access a GUI again, the problem goes away and the normal arrow comes back.

I'm absolutely baffled by this, because according to the logic in my code...

Code: ags

if (character[EGO].activeinv == 1) ChangeCursorGraphic (4,66);


... only Mouse Cursor #4 should have its image changed.  However, it seems to affect Mouse Cursor #6, too as long as it is the current cursor.

-=-=-=-=-

Just tested it with SetCursorMode (6) instead of SetMouseCursor (6)... no dice.
#26
I recently put something in my script which changes the cursor's graphic for each item (rather than just using the item for the cursor).   Here's the code:

Code: ags

// ##### INVENTORY ITEM CURSORS #####

  if (character[EGO].activeinv == 1) ChangeCursorGraphic (4,66);
  if (character[EGO].activeinv == 2) ChangeCursorGraphic (4,69);


... and so on for each item I add.  I put this script in the repeatedly_execute() section of my global.

This script does work nicely.  The problem, albeit a very small one, is when an item is selected, and its corresponding item cursor is active, it overrides all SetCursorMode(6) commands.   For example, I placed a SetCursorMode(6) at the beginning of all my GUIs so that a blank arrow cursor would be active.  This always works unless the item cursor is active. 

Am I taking the right approach to this?
#27
Ah.. thank you yet again for coming to my rescue.  Sorry for my oversight!
#28
Looked everywhere for this...

There's an option in the Interaction Editor's Message Editor for Automatically remove this message after a time.  Can I just script this raw?
#29
I was wondering if there was a way to display two text windows, one in the upper left corner and one in the lower right corner for example, at the same time.  One thing I thought of was just designing special GUIs-- any ideas better than this?
#30
One knit-picky thing:

Is that a TV or a microwave?
#31
Critics' Lounge / Re: Living Room Scene
Wed 09/03/2005 18:00:58
Thanks for the good feedback, people :)

Obviously, this room is unfinished.Ã,  Therefore many things I plan to add (pictures, etc) haven't been included yet.Ã,  So I definitely am aware of it's emptiness!

In response to the light source issue, I was planning on either an overhead light or a standing lamp in the corner between the two archways.Ã,  Opinions?

As for the positioning of the TV in relation to the sofa, I do realize that nobody sets up their living room this way. :)Ã,  From a designer's standpoint, however, I wanted both objects to face forward.Ã,  Kinda like how on TV shows, like Friends for example, the characters never sit at a table with their back towards the camera.Ã,  One thing I may do to give it more of a "natural" look is add another couch or recliner on the other side of the coffee table-- some living rooms are layed out that way.Ã,  Thoughts?

#32
Gotcha!  I understand and it works perfectly.  Thank you, good sir!
#33
I'm trying to make an "enter your name" GUI.  It works, but I would like a default name to appear when nothing is entered in.

In other words, if the player types "George", then the character's name will be "George".  But if the player just clicks OK without entering a name, then his name will be "Carter".  Kinda like in the beginnings of the AGI Space Quest 1 & 2 .

Here's the code I used.  I can't figure out, for the life of me, why it won't work:

Code: ags

// ##### INPUTWINDOW #####

  if (interface == 10) {
    SetMouseCursor (6);
    if (button == 2){
      string charname;
      GetTextBoxText(10, 0, charname);
      if (charname == ""){
        StrCopy(charname,"Carter"); 
      }
      StrCopy(character[EGO].name, charname);
      GUIOff(10);
      SetDefaultCursor();
      Wait(1);
      Display("Your name is %s.", character[EGO].name);
    }
  }
#34
Just my 2 cents as a passive observer...

It's apparent that you know C++ pretty well, or one can only assume since you speak so highly of it.  So I can understand where you're coming from.

But, part of the whole spirit of the AGS engine (at least from what I've noticed so far) is that anyone with or without scripting experience can use it with ease.  C++, on the other hand, is not something that EVERYONE is knowledgeable about.  Therefore AGS would most likely become less popular if all the sudden everyone had to learn C++.
#35
You just make a GUI as your death message with 3 buttons-- one  that refer to either RestoreGameDialog () or your custom restore GUI (if you made one), one for restarting, and one for quitting.   If you need a tutorial for making GUIs, search the help file for "custom quit gui" and you should find A LOT of good information.

Hope that helps.
#36
Does everyone know that you can use iTunes to convert MID midi files to MP3 or WAV?  There are many other programs that do this, but they cost money.  iTunes is free! :)  I hope that many people find this knowledge as helpful as I did.
#37
Critics' Lounge / Re: Pixel People! Yay!
Mon 28/02/2005 05:17:45
I think the car looks fine.  Just as your character designs are, the car should look good, but should NOT contain all that much detail.  Leave it as it is.
#38
I don't think I understand what you're asking... Are you looking for a way to change the resolution in run-time?   What is it you're trying to do that would require multiple resolutions?
#39
Critics' Lounge / Living Room Scene
Thu 24/02/2005 07:51:57
Here's an unfinished scene of a living room.  I drew it with a pencil and ruler on plain paper, scanned it, then added some color in Paint Shop Pro.


#40
Quote from: auhsor on Thu 24/02/2005 01:14:06
The only thing I notice now is that she still seems to be crosseyed. Thats hard to change with only 2 pixels for the eye though.

I agree. :)  Changing the eyes would throw off the whole image, so they have to remain more or less the same.  I'm happy with it though.

Thanks for looking!
SMF spam blocked by CleanTalk