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Messages - Trent R

#101
Not quite sure if it would work, but another option (though possibly too laggy for your use) may be to use SSH's Pixel Perfect Collision Detection.

[Edit]:I believe it has a IsCollidingWithAnything.
Quote
//  PPColliding.OWithAnything(Object *a);
//    Check if a is colliding with any object or character. Returns
//    the value of GetLocationType for the first collision found, but there
//    may be more than one collision.

~Trent
#102
In this case, it won't matter. You'll probably be setting it (with code similar to that above) in the first room, right?


~Trent
#103
Not much I can add to Khris's post, but check out the manual entries on InputBox, String formatting, and Text Boxes.

~Trent
#104
I believe this should work with what you want. (though actually, you could simplify it down to Random(5) )

Code: ags
int ran=Random(10);
if (ran<6) {  //0,1,2,3,4,5 = 6 possibilities
  //60 percent chance to activate this branch
}
else {
  //40 percent chance
}


[Edit]: Beat by dkh.
~Trent
#105
The Rumpus Room / Re: Happy Birthday Thread!
Mon 18/05/2009 17:27:58
Happy birthday RyanRich and Terran Timothy!

Wait... I got something wrong....


~Trent
#106
I know Bavaria as a tasty donut filling.... ;D


~Trent
#107
General Discussion / Re: About Dreams...
Mon 18/05/2009 06:18:23
Maybe a bit too old (6 months) but at least it's an interesting topic.

I've actually been having dreams recently. One was about a girl I went to highschool with (I graduated a year ago, btw) who was my girlfriend in the dream eventhough we barely knew eachother. The dream I had last night was a nightmare which included a mix between the characters from the movies The Grudge and The Ring. Scared me awake at 4am and I didn't go back to bed this morning.

I usually don't dream, but it's interesting that I've had them 4 of 7 nights a week for the last few weeks.


~Trent
#108
I think Graphic Novels could be more easily adapted to adventure games than some novels. The Goon anyone? Or how about DOTT-style character switching with the Hellboy team?

~Trent
PS-Incidentally, both of those are Dark Horse Comic publications. :)

~Trent
#109
I'm with Gilbot, it's not easy to find.

Quote from: Manual->Object.MoveIt will move at speed SPEED, which uses the same scale as the character Walk Speed values in the AGS Editor.

Quote from: Manual->Setting up the game->CharactersThe "MovementSpeed" option allows you to control how fast the character moves when walking. Here, a larger number means he walks faster. If you find that a movement speed of 1 is still too fast, you can use negative numbers (eg. -3) which will move even more slowly. The lower you go, the slower the movement speed.


~Trent
#110
Alrighty then.

Play with this for a while:
Code: ags

charA.StopMoving;
charB.FollowCharacter(null); //stops charB from following
charB.Walk(charA.x-30, charA.y, eBlock); //walks to 30 pixels to the right, change these values as needed
charB.Say("I've been watching you Mr. A.");



~Trent
#111
I mean that FollowCharacter AFAIK doesn't break any functions like that. Which is why I'm asking to see your script.

Are you using the stand_on_hotspot function? Try moving the code to a region (not may not have anything to do with this probably, and I'd suggest doing it anyways).


[Edit]: And please, would you just post the script? It's much easier to debug that way.


~Trent
#112
Then what do your scripts look like? Like one of your hotspots, rep_exec, and whatever contains FollowCharacter, and other relevant scripts. And are you sure the events are linked to the functions correctly? (the ellipses buttons under the lightning bolt)


~Trent
#113
I saw it immediately, but pasted it into AGS to check.
The line is the 4th from the bottom:  player.Say("Ah, I see, thanks Danny...");


Two tricks to help you find missing braces and missing apostrophes.

1) When next to one brace (either '(', '[' or '{' ) Ctrl-B colors the opposite brace yellow. If there is no match, it colors it red.

2) Strings are colored red/maroon by the AGS editior when inbetween apostophes, but the line above is read if you look at the far away (but it's also easy to miss, so I totally understand your mistake. Has happened to me too)


[Edit]: Also noticed (when I tried to compile your script) that the next line after pops up an error becuse .say is lowercase. Capitalize it and it'll be fine (and since it's below your eof error, it didn't pop up before).


~Trent
#114
I take it your custom gui has been set like that in the General Options, right?

I maybe be wrong, but I think you should be able to get the behavior you want with DialogOptionsRenderingInfo, but it's some pretty advanced scripting. I'd say stick with what you have right now and come back to the problem later, when you'll understand the code and can do it easier and better. Though I would suggest at least reading about it right now, so find the manual entry entitled Custom dialog options rendering.


Also, you could check out a module, such as ab's wonderful CustomDialogGui.


~Trent
#115
What's your script look like? I take it you're using the character.FollowCharacter command?


~Trent
#116
Quote from: DC on Sun 17/05/2009 00:48:27
I love topic necrophilia. Don't you love topic necrophelia?
Oh me too, almost as much as forum rape.

~Trent
#117
Oh, I love just too many people in this community.

But right now, Dualnames is my numbah one. Very supportive and helpful to me as of late.


~Trent
#118
Maybe because it's not meant to be played on the PC, it's meant to be played on the GBA.

~Trent
#119
So uhh.... what's the point of this thread? Are you asking for help? Are you offering your plotline? Are you promoting it? Are you desperate for friends?


~Trent
#120
My brother and his friend are huge fans of the Sword of Truth series (and converted me) and were making a Risk-like (but better) board game based off of them. They had a full design plan going, but then the final book came out and retconned a lot of their ideas.

Eventually I'd like to take those plans and make a electronic game with it (maybe with AGS, maybe not).


~Trent
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