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Messages - beomoud

#1
My name is Dimitri, i'm 20, i'm from Greece and i currently study Architecture in a small city called Volos. I first occured me that i could me make an adventure game after i took a lesson where i had to built a visul environment, i also knew a little about 3d modeling so i said why not. So, i googled it, tried countless engines and i finally came to understand this one.

I tried a funny adventure which i have not yet uploaded in here, but i made it available in my university's server and got good reviews but i have just now started to get my hands around the code as i'm working on my new RPG game (long time RPG player).

Well... good to be onboard
#2
I'm sorry to have bothered you for this but i am a newb and this is my first game, it took me endless hours to find the mistake, but it turns out that one of the reasons was that i hadn't checked on the "handle inv clicks in script" option in the General Settings, it all works fine now, as i said i'm new to this. Anyway thanks for the input.
#3
I don't mean to tire you with these but it really looks hard to me. I defined a new cursor mode but i still don't seem to be able to get an "Active Inventory" with an inventory click. I run through the post you suggested but i seem to get the same problem as that guy. My code is:

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton 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 == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }

if ((button == eMouseLeftInv) && (Mouse.Mode == eModeTrade)) {
player.ActiveInventory=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
character[EGO].AddInventory(player.ActiveInventory);
Mouse.Mode=eModeUseinv;
gStock.Visible = false;
Display ("You got new equipment");
}
}
============================================================

But the conditions never seem to come true (the cursor mode is on trademode by the way)
#4
Hi everyone. This is actually my first post here. I have been working on my first game which is a RPG using 3d models. So far i have completed the character creation, the stat board, the skill tests and i'm currently working on buying and selling but i've run into problems, can anyone help?

I created a second inventory GUI for the MERCHANT who i intend to change his wiew and his trades in each room so that it look like he is a different person. I have assigned BUY and SELL buttons and i want, when you click buy having a Merchant's inventiry item selected to give the player that inventory item, but as soon as he picks it i get a message that the item doesn't exist in the player's inventory (thus i cannot hold it). I haven't so far found a way to assign script on an inventory box click. With selling i have made it so that if you click it the Player's inventory box appears in the place of the Merchan't but haven't gone any further than that. any ideas? I have seen some suggestions as to ssign buttons that give the player an inventory item, but that way i wouldn't be able to just have one GUI and only give the Merchant different goods in each room, i would have to design many GUI's and other than that i get that there must be an easier way. Any thoughts?

(After that i'm going to work on the battle system, any thoughts on how to define the rounds, you know... how to have rounds changing)
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