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Messages - sentient

#1
I'm slowly getting into it. Got the hang of very basic scripts now. Just seemed weird that the version I used years ago allowed the fairly basic commands which just a mouse click, and the newer version has done away with it. Still, I am sure I will get the hang of it.
#2
Ahh, that is it. I have been deleting that as I change them and redrawing the new one ;p Thinking that is a part of the new selection. Hopefully I should be able to go back and redo them.
#3
Hello, I am trying to get the hang of the new AGS 3. I am having difficulty with the hotspots. I have created 6 or 7 diffrent ones. I have gone throught and drawn around each part I want and changed the name and the script for the look command. Unfortunately, the only one that works is the last one I made. The rest have their names but nothing else, it seems as if you can only draw in one hotspot now? I am a little stuck at present, any suggestions?
#4
Ahh, thankyou. I was wondering if I could do it from a build. This then runs in full screen when testing from ags too? Oh, found that ctrl+F5 will run it in full screen from the editor :)
#5
As a total newbie to this (I last picked up AGS a few years ago but never finished anything), I find this new interface rather irritating and confusing. The addition of scripts such as looking at a hotspot for instance seems to have become more complicated than it used to be. I seem to remember the old version letting you select options from a list, which was great. Now it seems you have to manually type into the scripts themselves, which may not seem a great problem to experienced people. But to a beginner who just want's to try to get a few rooms together it is rather intimidating, and offputting. Also I have looked and looked but cannot see how to run the game in full screen mode as default! All I get is a miniscule 320x200 window on my big widescreen monitor...
#6
Beginners' Technical Questions / Re: AGS 3
Sun 23/12/2007 18:06:26
Thankyou, yes I joined awhile ago and got something quite nice started. But the graphic artist lost interest and stopped sending new stuff. As my graphics are rather poor compared to his I couldn't continue so had to can it. However, I'm ready to try again and will have to compromise on the graphics slightly. If I ever stumble on some lost back up of the game I started, I might even try using it for some sort of mini adventure :)

Looks like version 3 it is then!
#7
Ahh, thankyou very much.
#8
Hello, sorry to be so green, but this looks just what I am after. Trouble is I have no idea how to use it! I have downloaded both files and copied them into the main adventure studio directory. I try import GUi, but it is not the right type of file for that. What do I do?
#9
Beginners' Technical Questions / AGS 3
Sat 22/12/2007 21:31:42
Hello, i have only today decided to try my hand at this program again. However I see there is a new version on beta and due for release quite soon? The question is should I start using this now to get used to the new system rather than relearning again? It looks rather different to the old version, and so far apart from looking different doesn't seem to alter much else. I turned on DX9 hardware mode but couldn't see any speed difference.
Do you think it is stable enough for me to try to start a game with it? Bearing in mind it will be a fairly small simple affair, inless I get carried away!
#10
Pirates of monkey island of the carribean, Is this still available anywhere? The link off the post below doesn't work.
#11
Hello, I have recently reloaded AGS on my system with the creative urge to play around. I am hoping to do a monkey island style game but am struggling to find one of these GUI's everyone here keeps mentioning. I have looked and searched the forum but cannot find any to download. Is there one available? I am using AGS to try to make creating this game as simple as possible, so it has a good chance of completion :) But I do not understand any of the scripting options about making a GUI or even know where to start. I don't understand why it's still the sierra interface as standard as I don't know many people who like it, I know I don't. If you can point me to a download that will just replace the existing GUI with a basic monkey island interface that would be great!
#12
Got it working now. Sorry I couldn't reply last night. For some reason I couldn't get onto this site. Probably my ISP I guess.
#13
AGGGHH!! Why doesn't THIS work now?

function dialog_request (int parameter) {
  if (parameter == 10) { // run-script 10: dialog startup
    SetDialogOption(0, location, 0); // turn off dialog option for current location
      // location number=dialog option number for this to work
  }
  else
  if (parameter == 11) { // run-script 11: player has chosen a destination
    if (character[GetPlayerCharacter()].inv[3]) || (character[GetPlayerCharacter().inv[4]) { // player has cab fare
      location = GetGlobalInt(77); // drive to this location when in map screen
      SetPlayerCharacter(HANSON);} // go to map screen
    else { // player doesn't have the cab fare
      string buffer;
      GetMessageText(500, buffer);
      DisplaySpeech(CABBIE, buffer); // cabdriver: Sorry, not enough money!
    }
  }
   
}

All I did was put in the or command which for some strange reason is ||
#14
I have it working now thanks. Although it will take me a while to be able to work out scripts like that myself!
#15
Oh another problem. I'm trying to use SetPlayerCharacter(EGO) command to switch the scene to the new location. But it is doing it straighaway and not waiting for the cab to get to it's destination!

StartCutscene(4);
  if (GetGlobalInt(77) == 1) { // Player has selected location 1
    MoveCharacter(HANSON, 375, 112); // drive to location 1 on the map
    SetPlayerCharacter(EGO);
  }
  else
  if (GetGlobalInt(77) == 2) { // location 2
    MoveCharacter(HANSON, 38, 58); // drive to location 2
    SetPlayerCharacter(EGO);
  }
  else
  if (GetGlobalInt(77) == 3) { // location 3
    MoveCharacter(HANSON, 17, 116); // drive to location 3
    SetPlayerCharacter(EGO);
  }
else
  if (GetGlobalInt(77) == 4) { // location 4
    MoveCharacter(HANSON,126, 150); // drive to location 4
    SetPlayerCharacter(EGO);
  }
  EndCutscene();

I realise the location will be wrong at the min but I just put this in to test it and found this problem. Isn't movecharacter a blocking script?
#16
Ok, after a little tweaking I have got that to work! Thanks a lot. The StartCutScene stumped me for a min, but I realised it was StartCutscene that was needed (No Capital on scene), likewise for EndCutscene. I had to put in or take out (can't quite remember which) an } in the main script and change names to match the ones in my game.

That is a pretty useful bit of code, and I am starting to understand the scripting a little bit by putting this stuff in ( I think!)
#17
In the game I am trying to do, I have a cab driver who can take you to each major location. When you select a location you then go to the map screen where the cab will move to the location you specify. I am trying to make it so you aren't given the location you are at as an option. Hence the if (location !=1) line. So when you are at location 1 you only get the options for 2,3 and 4 for instance. Location 2 would give you 1,3 and 4 etc.

The code at the moment just takes you to the map screen if you have item 1 (payment for the fare). I plan to alter each section of code to alter where the cab will drive to when selected.
At the moment I just have a map screen that takes you to the same location each time, but I would have thought that should be easy to change once I get this selection process sussed.
#18
Whoa, lot's of brackets!
Ok, so if I show you my entire dialog script as it stands at the moment. I need to put all those brackets around each one? I am goinf to add the if (location!=1) to each one changing the 1 for the relevant number. This is an attempt to stop you selecting your current location.

/ main global script file
int location=2;

function dialog_request (int locationselect){
if (location != 1)
if (locationselect == 1)
if (character[GetPlayerCharacter()].inv[1] > 0)
SetPlayerCharacter(HANSON);
else
DisplayMessage (500);
RunDialog(1);

if (locationselect == 2)
if (character[GetPlayerCharacter()].inv[1] > 0)
SetPlayerCharacter(HANSON);

if (locationselect == 3)
if (character[GetPlayerCharacter()].inv[1] > 0)
SetPlayerCharacter(HANSON);

if (locationselect == 4)
if (character[GetPlayerCharacter()].inv[1] > 0)
SetPlayerCharacter(HANSON);}

Oh and the message question.. I want it to be the character I am talking to, not my character.
#19
OK, that has got that a bit further. When I try to run this however I get a further error message.

// main global script file
int location=2;

function dialog_request (int locationselect){
if (location != 1)
if (locationselect == 1)
if (character[GetPlayerCharacter()].inv[1] > 0)
SetPlayerCharacter(HANSON);
else
DisplayMessage (500);
RunDialog(1);

I have several other options as well as this hence I haven't ended it with }. But this is the first one I have tried to add this option to. In basic I would need an endif statement for each if statement. Do I need to do something similar in this? I didn't need any before I put in the if (location !=1) option. I thought this would check if location DOESN'T =1 and then carry on to the next line. I have a feeling it is something to do with the else command I have put in to give a response if I don't have the inv item.

The error I am getting is error:newroom:two newroom/rundialog/stopdialog requests within dialog

Oh and as a side note can I get the message that comes up to be voiced by the character I am using eg HANSON: (500);. Instead of the standard message I get? I know the above doesn't work, but I'm sure there is a way.
#20
I'm having troubles with creating my own variables. I want to have a variable which stores my position in the game. When I move from one section of the map to another I will change the variable to suit.

For instance I am using

int location;
location=2;

This works when I place it in the Global script under Game Start. Well I say it works, let's just say it doesn't give a parser error. I haven't had chance to see if it works yet.

If I put in a line say,

if (location != 1)
blah... blah...

I get a parser error saying unexpected"location". Which I would think means it doesn't recognise my variable. I have tried using export loaction; at the end of the script like I have seen in an FAQ but that brings an error message also. Likewise using import location; just in case I need that. I am stuck yet again :(
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