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Topics - Wraith

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Technical forum / Inventory Scrolling & Inspection
« on: March 10, 2004, 04:43:18 PM »
Ungh, another question! Okay, 2 questions.
First, I'm going back to refining my inventory menu and need to scroll up and down, and see that in the inventory definition there are two buttons already (">" & "<") but to what script are those buttons linked to? I am replacing them entirely with my own graphic buttons but cannot seem to find where the scroll code for them is located. I did notice that there are scroll buttons located in the load game window and traced their properties to the load game script. Do I need to write a script for the inventory buttons concerning the scrolling? If so, where?
Question #2: I want to be able to inspect the objects in my inventory and created a magnifying lens graphic to drag and click over the inventory items. I am going to place it's button off to the side on the inventory menu (under the scroll buttons). Where should I begin to code that? Is the magnifying lens a window (coded in the inventory definition) or an object already loaded into the inventory menu similar to the objects already there for interaction? My goal is that there will be a magnifying lens button that once it is clicked, a graphic (of the magnifying glass) will pop up above the button (OR turn into the mouse cursor itself) and thus be dragged along as the mouse moves over to an inventory object for click-interaction.
I'm really trying to work these things out and have made some really great strides, but alas, I'm only a graphic artist...sigh...
-W :-\

Technical forum / Intro Screen Menu without mainmenu window
« on: March 09, 2004, 07:44:28 PM »
Howdy Y'all,
    I've created an "intro screen/menu" once the game loads up for buttons such as "Replay Intro", "New Game" "Load Game", "Options", "Quit Game", etc. and am wanting to suspend the floating "MainMenu" Window (load, save, quit, resume, etc.) found in the game once sombody hits the "ESC" key. I need to suspend it only for that one screen, though it is loaded in the game.script. Is there an easy way to do this, am I overlooking the obvious in code, am I incredibly lazy, or is this a silly question?  Inquiring minds want to know!
-Wraith  :-\

Game announcements / New Game and New Web Site
« on: November 17, 2003, 04:01:59 PM »
Hey all,
    I'm at the beginning stages of building an adventure game called "MillenniumQuest".  I'm almost finished with the basics in setting up the game (inventory, character animation, GUI,  etc.).  I have much of the plot, storyline, characters, objects, puzzles and game locations mapped out and illustrated.   Now is the task of applying them to the game and fill in the code (eek!).  I'm excited!
    If you'd like to know more about the game, I have a proto-type web site on my company's website.  Just go to
and start at the homepage (index.htm).  Feel free to contact me if you have any questions or comments.  Thanks.


General Discussion / Adventure game quiz
« on: November 05, 2003, 04:29:59 PM »
Okay, here's a question....There's a monster/creature running amok in a submarine somewhere in the frozen waters of the Antarctic. What's that adventure game called?  First one to answer gets 35 AG Points.

Game announcements / Inventory problem solved on new game
« on: October 28, 2003, 01:21:57 AM »
   I'm posting this because I'm happy I finally worked out my issues with the inventory window and combining inventory objects ---thank you very VERY much Mnemonic!!  
   My new game is called "MillenniumQuest" (so far) and I'm only about 2 screens into it.  I've got about 38 rooms blueprinted/storyboarded out, but I, being an artist & knowing almost nothing about code, have to crawl like a baby through the interface and animation scripts & other code before I learn to walk.  Hopefully with a firm foundation in place, I can get moving on game & story production. I've got so much planned. "Baby steps..."
  Anyway, here' my menu and inventory windows...

Technical forum / Combining Inventory Items to Produce New Item
« on: October 27, 2003, 05:14:16 PM »
   Can you take that solution to the "Inventory Items Combining" post (June 08) one step further for me?  I have a boot, a screwdriver and battery defined in the item.items file and nicely placed in the inventory with their scripts in place.  Let's say I want to use the screwdriver on the boot (pretend the boot has a battery pack inside) and then have the battery (extracted) now show up in the inventory...How can I code that?  So far I've placed in the "boot" script file some lines like this:

on "screwdriver"

Technical forum / Code for free position inventory
« on: October 21, 2003, 08:08:34 PM »
   Okay, I'm an artist, not a coder, so I was wondering if anybody found or created a code to make that "free position inventory" that was discussed earlier?  Actually, I'm keeping with "item-in-the-cell" technique, in fact I'm working on 4 rows of 4 cells (16 items shown at a time) in an inventory background image that looks like an open backpack and need help!  Is there a way to display a screen centered inventory window without an "If" and "else" statement in code?   I've managed to rig the interface/menu/menu.script to have a button in the menu bar (ie, take, look at, talk...) to open the inventory window with an "If (menuObject = null..blah blah,...) Game.InventoryVisible = true" statement but cannot seem to close it.  I was hoping somebody could tell me the right code to tell the game to open the inventory window (even with using the "tab" button) and then close the window on right-click or anywhere clicked outside of the inventory window.    I've been trying to implement the "game.getinventorywindow" command but it doesn't seem to work.  Is there something that I'm missing?  Let me know--Thanks!  
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