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Topics - TheEyess

#1
Hi,

I have a few events that give my player special skills. Later in the game, I want to check whether or not the player already acquired this skill. Knowing the very basics about them, I would like to do this via custom properties. In particular, I wonder how to script the following scenario:

  • Player acquires Skill C => add the letter C to my custom TextProperty "Skills" without deleting whatever else may already be written there (because the player may have already acquired skills A, B and D)
  • Player needs Skill C to progress => check if the letter C is part of the custom TextProperty "Skills" even though it might not be the only content of the TextProperty (because the player may have already acquired skills A, B and D)

I have the feeling there might be some solution using the basic scripting operators but I can't quite put my finger on it.

I further hope I made myself clear engough. Any help is greatly appreciated :)
#2
Hey,

I'm wondering if there is a way to animate two objects in one room at the same time. I have two object animations that work fine by themselves and when played one after the other, but I'd like them to play at the same time, is this possible? I realize this probably is a really basic scripting question.

Thanks in advance for any help! :)
#3
Hey,

I am facing the following problem: I have a scene in a prison with one "cage" stacket on top of each other. The player char will be in the lower cage, an NPC in the upper one. I have thus created one walkable area for each cage and one set of walkbehinds (for the iron bars) for each cage. Since the two cages are stacked on each other, the walkbehinds are overlapping which breaks my room :(

I am now wondering if there is a way to link walkbehind no. 1 to walkable area 1, so that only characters on walkable area 1 will be affected by walkbehind 1, and only that.

Thank you in advance, I haven't been able to find an answer since now.
#4
Hey there,

I'm trying to add audio files when my characters are speaking and I have two questions regarding this:

1) I'm trying to get one audio file per character to play every time they're speaking. Is there a way to code that once so that I don't have to put in the same audio file manually every time my characters say something?

2) Is there a way to un-link the display duration of the speech text from the length of the audio file? I'm using a few short audio blips for every time my characters talk (as in Stardew Valley for example), so my audio file is pretty short. I noticed that the displayed text disappears as soon as the audio file finished playing, which is way to fast most of the time. Is there a way to make the display duration of the text indepent from the audio playback duration?

I hope I've been clear enough in my explanations. Thank u so much in advance!
#5
Hey there,

I'm a newbie on AGS and I know this topic has already been discussed quite a few times, but I still haven't been able to find a solution in the forum.

My problem is this: I have an inventory bar in my game and items seem to be added correctly to it. However, I am unable to click on the item in my inventory and consequently, unable to use it on objects or hotspots in my room.

I doublechecked and all the "clickable" and "enabled"-parameters of both the inventory GUI and the inventory window where my items appear are set to "true".

I also enabled "Override built-in inventory window click handling" in general settings, heaving read that this might be a solution. I also made sure that my inventory window is big enough to accomodate my item's sprites.

Still, none of this has worked so far and I can't seem to find the problem. Any help would be greatly appreciated!
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