Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - TheDerman

Pages: 1 2 3 [4]
46
Technical forum / response icons
« on: June 28, 2005, 03:53:40 AM »
Quick question - how can I use icons for the conversations instead of text?

Searching the forum, it seems like this is possible, but I can't find anything about how to do it.

Thanks.

47
Technical forum / Fade in/out actor?
« on: May 05, 2005, 09:08:46 PM »
Hi all,

Is there a way to fade the main actor in and out in a scene?

I want to have an actor that just has a single frame for each direction. When someone clicks on the floor etc. I want to be able to fade actor out, SkipTo wherever, fade actor in, instead of having animation and using the GoTo. I don't want to have to make the fades into animated sprites.

Possible?

Thanks.

48
Technical forum / Reset Game
« on: March 26, 2005, 12:11:09 PM »
So I used Game.Reset() to hopefully be able to start a new game, but when I get to a certain scene I find lots of things are messed up, not working, and causing script errors. For example when I run the game first time it's fine, but then after reset, if I try and pickup a certain item, I get a script error, the item disappears from the scene but doesn't show up in the inventory.

I can't find anything wrong - I can't even find where some of the items would be effected and not others - they all seem to operate in the same way.

Maybe someone can quickly explain what Game.Reset() does and doesn't do so I can find the problem.

Also, isn't there simply a way that the engine could "reboot" the game instead of resetting all the variables and things? Like, QUIT the game but then immediately restart it seamlessly?

This way, it would be just like we were starting the game up for the first time, no?

Thanks.

49
Technical forum / Subtitle positions
« on: March 24, 2005, 12:56:16 PM »
This has come up before but I couldn't find an exact answer to my questions:

I have a popup inventory that takes up a good portion of the screen when visible - I use actor.Talk for the inventory items, but obviously the subtitle is displayed wherever the actor happens to be when you click the inventory icon.

I want to move the subtitles to the bottom of the screen under the inventory ONLY when the inventory is visible.

So I guess I would change the subtitle position by altering the x and y values and the width when you click the inventory icon, but my question is, won't that leave the subtitles in that new position when I make the inventory invisible? And how do I get the subtitles to go back to their original position (above the actor) when the inventory is made invisible again? I can't find anywhere in the engine where the subtitle position is initially defined, so don't know what values to use to reset the position.

I could use an entity and use the entity's talk thing, but I don't want to have to add that entity to every scene - since I add the inventory icon to every scene, I just want to alter the position in the icon's script, so I only need to do it once.

Make sense? Good.    ;D

50
Technical forum / Actor movement
« on: February 26, 2005, 11:32:26 AM »
Hi,

Does the engine automatically move the actor sprites a certain amount when they're walking? You can increase this speed by "moving" each frame in the walk sprites a certain amount, yes?

Is there a way for the engine not to move the sprite, and for the movement to be completely dependant on the "move" amounts in the sprite?

The way my character is animated means that there are certain frames where it would be better they didn't move, but because the engine moves the sprite anyway, things get a little odd.

Does this make sense?

Thanks.

51
Technical forum / Cursor Combined
« on: February 14, 2005, 10:37:54 PM »
How can I offset the inventory item with the game's cursor when I have them combined?

For example, if I select and inventory item for use in the game world, that item and the game cursor are fused together like some weird mutant cursor.

The only way I can see around this is to make the item's image have a lot of blank space around it (in the alpha channel), so that when they're combined this space pushes the item image out more, but this messes up my nicely laid out inventory window.

What else can I do?

52
Technical forum / Keep music playing
« on: February 07, 2005, 02:54:54 AM »
How can I keep my music and/or background track playing when I call up the main menu? Right now, as soon as I hit Esc or load the load/save/quit windows, everything stops.

This has something to do with the systemexclusive thing right?  Any way to keep the sounds playing at all times?

Thanks.

53
Technical forum / Hiding inventory
« on: February 05, 2005, 12:56:12 PM »
Hi,

I'm going to have an Inventory entity down in the corner that you click to bring up the inventory in the centre of the screen.

How can I then make the inventory invisible when you move the mouse outside it?

I'm thinking it's the mouseLeave but I'm not sure where to put this, as I can't see any inventory script or inventory window script. Maybe I could have another window the same size as the inventory that is loaded at the same time as the inventory and put the mouseLeave function on that window, to then make both windows invisible again.

Is there any other simpler way?

Thanks.

54
Technical forum / Script Explanations
« on: December 08, 2004, 07:34:58 PM »
Hi,

This is probably a dumb question, but anyway...

Can somebody just quickly explain the difference between the game.script and the game_daemon.script?  What is each one actually used for?

I find the best way to start learning something is to start with the very basics, so this would help me, as I'm actually doing ok with understanding the code languge - I just need someone to explain this to me so I can fully understand how EVERYTHING works together.  :)

Thanks.

Pages: 1 2 3 [4]

Page created in 0.041 seconds with 21 queries.