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Messages - x_traveler_x

#61
The Rumpus Room / Re: The MSPaint game
Sat 05/02/2005 06:54:23


Next: A phonebook tearing a person in half.
#62
The Rumpus Room / Re: How did you find AGS?
Sat 05/02/2005 06:23:33
I've been a fan of Sierra On-Line games almost my whole life.  It had been over a decade since I played KQ2, and thought I'd look online for a way to buy it.  So I searched Google, and was shocked to find that it had been remade-- and FREE TO DOWNLOAD!  I had to try it.  Soon after, I discovered the link for the AGS engine.  It wasn't much longer that I thought I'd roll up my sleeves and get my hands dirty with it.  Hopefully soon, I'll have something worth sharing!
#63
Beginners' Technical Questions / Done!
Fri 28/01/2005 17:58:01
Yes, that's it!

Thanks for pointing it out to me, I don't know how I missed it.
#64
 ???  Okay, I feel stupid because I can't figure this out:

As we all know, AGS has a built-in Inventory GUI by default.  When enabled, global message 996 is displayed to indicate that you currently have no items in your inventory. 

Well, after I created a custom GUI, the message no longer appears, but I'd really like for the message to be displayed instead of the GUI until the first item is picked up.

I know I must be overlooking some kind of minor setting or a variable of some kind.  :-\

Thanks
#65
Beginners' Technical Questions / Got it!
Fri 28/01/2005 00:33:36
Thanks again, you've been a great help!

I'm pleased to say I did get it to work, but I had to tweak the code slightly:

function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  if (character[EGO].activeinv == -1) // if no item selected
    SetGUIObjectEnabled(ICONBAR, 5, 0); // enable inv item button
  else // if an inv item is selected
    SetGUIObjectEnabled(ICONBAR, 5, 1); // disable inv item button
}

Minor things make the biggest difference sometimes!   ;D
#66
Thanks for the quick reply!

Good news:  It worked.

Bad news:  It's permanently disabled.

Now I'm looking for a way to re-enable it after an inventory item is chosen, then make it default back to disabled after the item is used.  How can I make this disabling temporary, and dependant on whether an inventory item is active?

I tried SetGUIObjectEnabled(ICONBAR, 5, 1) in my INVENTORY GUI script, but I must not be using it correctly.  Is there a variable I should be using? 

Sorry to be a bother, I'm honestly looking everywhere to find a solution to this!

Script:

-----------------

    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (2);
      SetGUIObjectEnabled(ICONBAR, 5, 1);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }

------------------

Any suggestions?
#67
I was browsing the help file, and I found out how to make an entire GUI non-clickable.  My question is: Is it posible to make a single button on a GUI non-clickable?  I.E.: the selected item icon on the GUI when no item is selected.

Thanks!
#68
Beginners' Technical Questions / SOLVED!
Thu 27/01/2005 15:14:34
Thanks for replying!  Problem solved.   ;D

However, the proper tag is (INVSHR), not @INVSHR@.  I did eventually find this in the help file, although it was VERY tough to find.





#69
Hey people!

I've searched the forums for solutions to my problem, and after trying them, I still don't have any success.  The AGS help file doesn't seem to address this, as far as I could find.

Here's my problem:

After importing my own graphics to use as GUI buttons to the ICONBAR GUI, I noticed that the inventory item picture that normally appears within the selected item icon (the blackened icon) no longer appears.  It does in the sample game that comes with AGS.

Someone in the forum here suggested using the (INV) tag in the button's text.  I tried is, and noticed that it makes two distorted images of the item appear.  This is highly undesirable.

Someone else suggested using the SetInvDimensions(XX,XX); tag under the function game_start() tag.  After testing, I didn't notice any improvements.

I can only assume that this is a scripting oversight, or that the problem occured durring the import of my custom graphics, since it WAS working prior to that.

My game is in 640 x 480 in High Color.

My global script is as follows:

=====================================

// main global script file

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
  GUIOff(STATUSLINE);
  GUIOff(ICONBAR);
  CentreGUI(QUITWINDOW);
  CentreGUI(CONTROLPANEL);
  CentreGUI(RESTARTWINDOW);
  CentreGUI(INVENTORY);
  SetInvDimensions(65,30);
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
/*   
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
*/
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY); 
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);

}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    if (button == 4) {  // show inventory
      show_inventory_window ();
    }
    else if (button == 5) {   // use selected inventory
      if (character[ GetPlayerCharacter() ].activeinv >= 0)
        SetCursorMode(4);
    }
      if (button == 6) {
      GUIOn(CONTROLPANEL);
    }
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
   
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
   
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK); 
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
  }

  if (interface == CONTROLPANEL) {
    if (button == 1) {   // save game
      GUIOff(CONTROLPANEL);
      SaveGameDialog(); 
      }
    if (button == 2) {  // load game
      GUIOff(CONTROLPANEL);
      RestoreGameDialog();
      }
    if (button == 3) {
      GUIOff(CONTROLPANEL);
      GUIOn(RESTARTWINDOW);
      }
    if (button == 4) {
      GUIOff(CONTROLPANEL);
      GUIOn(QUITWINDOW);
      }
    if (button == 5) {
      Display("Adventure Game Studio v2 by Chris Jones.");
      }
    if (button == 6)  {
      Display("Project Scooter Technical Demo v0.1 - 2005 Constructive Chaos");
      Display("For updates, please visit www.constructivechaos.net.");
      Display("Created using AGS.");       
      Display("Thank you for playing!");
      }
    if (button == 7) {
      GUIOff(CONTROLPANEL);
      }
  } 

  if (interface == RESTARTWINDOW) {
    if (button == 0) {
      RestartGame ();
    }
    if (button == 1) {
      GUIOff(RESTARTWINDOW);
    } 
  }
 
  if (interface == QUITWINDOW) {
    if (button == 0) {
      QuitGame(0);
    }
    if (button == 1) {
      GUIOff(QUITWINDOW);
    }
  }
   
   
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


=====================================

Thanks people!  Any help would be great.

-Craig
#70
What's up good people?

I spent the last few days toying around with AGS and I love it.  I also have a little something to show for it, and I'd like some honest feedback if anyone is interested in dishing some out :)

The game is tentatively called Project Scooter.  The basic premise, without giving to much away, is these guys get screwed over and get fired by their boss and kill him, and it just goes on from there.  I'm estimating a completion date sometime between May & July of this year if things go well (a big if).

The Tech Demo consists of one room, not including the intro screens.  The basic purpose of it was so I could see if I could actually use AGS.  Now I just want to see if I'm doing it right, and I'm looking forward to comments.

Here's what I'm really looking for:
~ Did the MIDI & WAV files play when you started the game?
~ How does the character design look?
~ Am I off to a good start with the character's animation?
~ Did you make it out of the room? :)

You can download the ZIP file using this link: http://www.constructivechaos.net/PSv0.1_DEMO.zip

Thanks!
#71
Much appreciated.  Thanks!
#72
Hello, good people!

So far I've been able to find answers to my questions by using the FAQs, tutorials, and searching this forum.  But so far I haven't found anything that addresses what i'll describe below:

In the general settings tab, you have the option to select a room transition.  My question is this-- Can you use a different transition for a particular room?  The cross-fade effect looks great, but doesn't really work for every scene in my game (which i'll disclose once i have a worthy tech-demo!).

Thanks!  Love the site!
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