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Messages - monkey0506

#121
I finally got the pics from Halloween.


http://www.meleepta.com/monkey_05_06/pictures/blue_something.png

For those who don't know...I'm the one on the left. We were supposed to be the Blue Man Group, but there are some difficulties in deciding on 30 October to go on 31 October as the Blue Man Group when you have no car and no money. When I went by Wal-Mart they had no body paint of any kind. So I picked up some of that snazzy hair-spray-paint...

When my my friend's (Jared's) mom saw that it didn't really come off the skin very easily (I sprayed some on my hand and tried to wash it off...it kind of came off), she decided he couldn't use that because he might get in trouble at work. She went and found some body paint.

I sprayed myself down as thoroughly as possible with the cheap aerosol can kept crapping out and not working. I even closed my eyes as lightly as possible to spray my eyelids....brilliant idea I must say. Burned quite a bit too!!!

It took me two days to get all the blue off... :D

Also I set up this page to show off all my pictures!
#122
Me? A geek? Never.

#123
My children!

[EDIT:]


got milk?
#124


That is all.
#125
You could just use the same object for both. Name it oDoor, and then change the "oDoorclosed.Solid = true;" to "oDoor.Solid = true;" and whenever you "open" the door, just change it's Graphic (i.e., oDoor.Graphic = 27;) to the appropriate sprite.

Although I'm not really sure why using two objects and having them both solid wouldn't work...perhaps (the manual doesn't specify, so I'm not sure) since the object isn't Visible AGS won't allow it to be Solid?

If you wanted to use two objects, you could change the "Object - Switch an object back on" action to a "Run Script" action and do it like this:

Code: ags
oDooropen.Visible = true;
oDooropen.Solid = true;
#126
You have to put the script inside of a function, i.e., go to the Room's interaction editor (open the room and click the 'i' button), then under "Player enters room (before fade-in)" add a new run-script action (right click on "Player enters room (...)" and choose to add a new run-script action), then put the code inside of that script.

oDoorclosed.Solid = true;

Let me know if you need more explanation.
#127
Me (trying to look cool):


Me again:
#128
The Rumpus Room / Re: Happy Birthday Thread!
Sun 25/12/2005 05:31:24
I generally tend to avoid the Gen-gen forum.  I'm not really sure why.  Happy Birthday to everyone.  Especially to those that don't have any.  Birthdays that is.
#129
Check the InvWindow.ItemHeight and InvWindow.ItemWidth properties (AGS 2.7+).  For 2.62- it's SetInvDimensions.

To make only 1 row, with more than four items per row, just make sure that you set the height to that of the height of 1 inventory item, and the width to more than the width of 4 items (at least 5 to be able to have 5 items per row).
#130
Quote from: peluchin on Thu 28/07/2005 20:15:06
Hello! I'd like to know if it is possible to change the distance between the objects you have picked up, when they appear in the menu, so i can make bigger icons that don't overlap. thanks!

I think if you search the manual for SetInvDimensions you will find what you are looking for.  I don't know the parameters because I don't have a 2.62 manual available ATM.
#131
I've just noticed that I never posted here...I've been around since the thread was young...but I was...well...I was unfaithful to AGS then.  Yes, it's a sad story, but there was a time I doubted AGS.  A time that I looked elsewhere.  Engines like SLUDGE and AGAST still haunt my nightmares.

I'm Michael.  I'm 17.  I'm from Texas (Houston area).  I live a pretty simple life.  AGS, play games, eat, sleep, AGS, ...

Also in the general discussion forum on page 2 or 3 you can also see that I lead several other lives.  But that doesn't matter.
#132
I believe that the new demo game has a verb coin example.  If it doesn't then if you look at Rui's website, I'm sure he has some VC templates.

Edit:  Kachicho, if you're using 2.62, try:

if (button == LEFTINV) {
  int invAt = GetInvAt(mouse.x, mouse.y);
  if (invAt != -1) {
    ChangeCursorGraphic(MODE_INVPIC, GetInvGraphic(invAt));
    SetMouseCursor(MODE_INVPIC);
    }
  }

Or for 2.7 it would be:

if (button == eMouseLeftInv) {
  Inventory* invAt = Inventory.GetAtScreen(mouse.x, mouse.y);
  if (invAt != null) {
    mouse.ChangeModeGraphic(eModeInvpic, invAt.Graphic);
    mouse.UseModeGraphic(eModeInvpic);
    }
  }

Just create a new cursor called INVPIC, and the code should work.  Alternately I believe there is a checkbox in the game editor under Game settings -> Inventory that says "Don't use inventory graphics as cursors".  If that's not checked then it should do the same thing without having to create a new cursor.
#133
The idea of making the template has been dropped due to harassment, but in this case I may pick it back up.  The main difference between my template that I was working on and Proskrito's template was that mine was in SOMI-style and his was in LCR-style.  And mine was/will have a dialog system (which will utilized the SM I'm working on, DlgScroll) but there is a lot of problems with trying to get the dialog system working at the moment.  Basically trying to provide multiline option support is causing me a lot of grief with:

1.  Highlighting the correct dialog option (completely).
2.  Running the correct scripts when a multiline option is chosen.
3.  Scrolling multiline options correctly (line-by-line instead of option-by-option, i.e., showing the second half of an option if you scrolled up past the first...).

Other than that I could have released the SM already and begun converting my template (which I will now release) to 2.7 OO scripting.
#134
Quote from: Scummbuddy on Wed 20/04/2005 22:09:39
You do have a problem with braces here, and a missing closing parentheses:

   if (button == 3)
   { DisplaySpeech(EGO, "Art thou shure thou wishes to quit?");
      GUIOn(5);
      GUIOff(2);
       }


Edit:  Thank you for saying exactly what I just said, only with using his script instead of the pseudo code...

Edit:  Oh...I just realized I wrote my pseudo code in 2.7 syntax instead of the old-style code.  Which would be why it made no sense to him...My mistake mike, the code I used utilizes the syntax of the yet to be released (still in BETA) AGS 2.7...
#135
It sounds to me like perhaps you code wasn't just like strazers... Maybe you were trying to do something like

Code: ags
if (interface == GUINAME) {
  if (control == 2) {
    gGuiname.Visible = false;
    QuitGame(0);
    }
  }


But you forgot a set of braces, i.e.:

Code: ags
if (interface == GUINAME) {
  if (control == 2) 
    gGuiname.Visible = false;
    QuitGame(0);
  }


Which would turn off the GUINAME GUI when you click on control 2, but would run QuitGame(0) no matter which control you click on...Perhaps...Or, you could try posting the code that you're actually using so we can see what's going on...
#136
It's probable that it was compiled with an older version of AGS which is causing the problem, but you'll have to ask Proskrito on this...
#137
Ah... Thanks! Now I don't have to worry about updating that variable every time I make a new character!  ;D
#138
Ok... The last time I tried to explain what I think is happening, I got logged out before I finished. So, let's try this again:

I think (yes, that could be the problem), that the reason StringToInt(character) appeared to be working (which it does not), is this. character is an array, and because it's possible values are strings which relate to integer values, "character" would export string values. i.e. SetCharacterView(character[EGO], 4) would return something like "SetCharacterView(EGO, 4)", but the first parameter is a integer, not a string, so I used StringToInt. StringToInt would then convert EGO (which has a numerical value of "0") to "0". Then, it would set the character view. *Then, it would continue running the character names [EGO, GBRUSH, CHAR, ETC] through this same statement until it had changed the views of all the characters.* *Or, perhaps, since there was no value defined for character it ran it as character[0] [EDIT: That looks strange, it should be "character [ 0 ]" without the spaces...] (but would that produce a string?)* In any case, the code was faulty which I realized when I tried to put a NPC in the map room. Proskrito's code works, and although I don't like the fact that I have to manually store the maximum number of characters, but, it works...

EDIT: Just to clarify, I do know that had I used the actual values, i.e. character[EGO], it would have compiled and run correctly, and it is only because I didn't specify a character that it either ran character[ 0 ] or ran all of them and produced the integer 0.
#139
I'm using the array because I need for every character in the room toÃ,  be set to the same view... I initially tried SetCharacterView(character, 4), but that produced a compiling error: "String with non-string", so i just made it into an integer. It works in any case. That's all that matters. If I have to change it later I'll find a different method when that time comes.Ã,  :P And I did have it to where the characters could walk around, but I somehow managed to mess that up... And I know that he's on a walkable area, I even used a MoveToWalkableArea(... wait... I wonder... Nevermind. I think....

EDIT: Ok, now my maps work 100%. For some reason I had the label GUI for my maps set as a Popup Modal GUI, which paused the game. But I fixed that. Now then... Where was I?
#140
Yes, I've read the help file on that. But, would I then have to call SetCharacterView for every character in the room? Because I want to have a lot of characters in the room at the same time, like in SOMI...

Ok, nevermind. Apparently:

SetCharacterView(StringToInt(character), 4);

works... I didn't figure it would. But now for some reason I can't get Guybrush to walk around. I set up walkable areas, and for a while it was working, but then I changed something and it quit. I'll get it figured out eventually... I just never figured that the variable character would help me out like this...
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