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Messages - TheDerman

Pages: 1 ... 12 13 [14] 15
196
Technical forum / Re: Center Caption Window
« on: December 09, 2005, 09:26:53 AM »
Perfect.  Thank you.

197
Technical forum / Re: Fading in/out the inventory window
« on: December 09, 2005, 09:21:49 AM »
Was I really fading in the actor? How crazy of me - I'm not doing that anymore.  ;D Actually, it's a different game.

Thanks for the help - I'll give it a try.

EDIT - had another question here, but I sorted it out.  8)

198
Technical forum / Center Caption Window
« on: December 09, 2005, 08:47:22 AM »
Hello,

I've managed to move the caption window to the top of the screen to an X and Y position, which is fine, but the text is not centred, so a long caption runs from the centre to the right.

I guess I need to center the actual caption window but I cannot find a way to do this. Surely it is a very easy thing...???

HELP!!!

Thanks.

199
Technical forum / Inventory "area" rectangle
« on: December 09, 2005, 04:24:34 AM »
Hi again,

I can't seem to get any items to appear in my inventory - the code for adding them to the inventory is fine as I've checked it over - same code as I've always done.

I think it's the inventory "area" rectangle that's the problem.

Code: [Select]

INVENTORY_BOX
{
  ITEM_WIDTH = 42
  ITEM_HEIGHT = 42
  SPACING = 10
  SCROLL_BY = 1
  HIDE_SELECTED = TRUE

  AREA { 0, 558, 800, 42 }
  EXCLUSIVE = FALSE
;  ALWAYS_VISIBLE = FALSE

  WINDOW
  {
    X = 0
    Y = 558
    WIDTH = 800
    HEIGHT = 42
    IMAGE = "interface\inventory_background_place_holder.jpg"
    SCRIPT = "interface\inventory.script"
 
  }
}


The actual inventory windows displays fine in the desired location, but how does that "area" work exactly? The documentation says the points are "x, y, width, height", so as far as I can see the area rectangle should be fitting perfectly over the inventory window, and the items should be showing up nicely, but there's just nothing there.

Each of my inventory "items" are square images 42 x 42, which is the height of the inventory window and the area rectangle, so what's the problem? Anyone know?  ???

Thanks again.    8)

EDIT - So the X and Y of the "area" are the X and Y corresponding to the inventory window top left corner, not the scene corner?

I made it work now, but I don't know - it just worked after I altered some numbers - I still don't understand how that "area" ties excactly to the window and whether there are any rules are not. It seemed to work when I entered massively large numbers and then I worked backwards from there testing and testing until the numbers were nice and small again.   ???

Works anyway, which is good.  ;D

200
Technical forum / Fading in/out the inventory window
« on: December 09, 2005, 02:31:28 AM »
Hi,

Just wondering how I can fade the inventory window in and out. I have it at the bottom of the screen, and when the player moves the mouse down there I want the window to fade in (I'm assuming all the items will fade in aswell if the actual window is set to fade). Then when they leave that area, the window fades out.

Where can I put the necessary code?

Thanks.

201
Technical forum / Re: main menu scene for all situations
« on: July 02, 2005, 03:02:37 PM »
I used a "scene" menu at the start of the game as the first scene loaded, and then a full screen window when the player presses "Esc", made to match that first scene - this works perfectly.

How would a menu scene work with the load and save options? If you save with a window menu you get returned to the scene, and similarly if you load the game, you get put into the scene where you saved. Presumabley if using a "scene" menu, you'd get put back to the menu scene each time you saved and loaded, rather than where you want to be...

Would it work to add "Game.ChangeScene(Game.PrevSceneFilename);" to the load and save scripts, after the code that handles those things? Would that be "savename.script" for save, and "load.script" for load?

I think that might work for save, but would it work with load? Would the previous scene value be stored in the save, to be used AFTER the game was loaded next time round?

My "scene" menu isn't setup to save so I can't test this without redoing some things - I'm just wondering about it.

202
Technical forum / Re: response icons
« on: June 28, 2005, 09:34:52 AM »
Cool, thanks. Works great.  :)

203
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.

204
Technical forum / Re: Fade in/out actor?
« on: May 06, 2005, 05:07:50 AM »
Thanks to everyone - managed to get it working perfectly.

If anyone is interested:

Code: [Select]
on "LeftClick"
{
  for(var i=10; i>=1; i=i-1)
   {
    actor.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
    Sleep(100);
   }
  actor.AlphaColor = MakeRGBA(255, 255, 255, 0);
  actor.GoTo(Scene.MouseX, Scene.MouseY);

  for(i=1; i<=10; i=i+1)
   {
    actor.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
    Sleep(100);
   }
  actor.AlphaColor = MakeRGBA(255, 255, 255, 255);
}

This goes in the scene.script in the main "scripts" folder. It fades the character out, then I used a single frame "walk" sprite with a large "move by" value on that single frame to move the now invisible character quickly to the clicked spot on the floor, and then the character fades in. Perfect.

Thanks.

205
Technical forum / Re: Fade in/out actor?
« on: May 05, 2005, 11:40:24 PM »
Code: [Select]
function GoToObject()
{
  var ActorFade = Game.LoadActor("actors\my_actor\my_actor.actor");
  for(var i=1; i=>10; i=i+1)
   {
    ? ActorFade.AlphaColor = MakeRGB(255, 255, 255, 25*i);
    ? Sleep(100);
   }
  ActorFade.AlphaColor = MakeRGB(255, 255, 255, 0);
  actor.SkipTo(696, 523);
  actor.Direction = DI_UP;
}

This is just for the fade-out (I think).

This is what I have on the GoToObject function in an entity script, but the syntax checker says NO CHANCE - there is an error on the var ActorFade line.

Any ideas?

206
Technical forum / Re: Fade in/out actor?
« on: May 05, 2005, 10:59:49 PM »
Thanks.

How do I set a variable to equal the actor?

Like, var ActorVar = WHAT???

 ???

207
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.

208
Technical forum / Re: Reset Game
« on: March 28, 2005, 10:17:41 AM »
Oh dear - I guess I wasn't paying attention to my game, because dropitem seems to put the item back into the scene.  :-[

So, I guess the best thing would be to add that reload item file method you mentioned - I think that would solve all the problems.

Thanks.

I'm getting there now, learning slowly.  :)

209
Technical forum / Re: Reset Game
« on: March 26, 2005, 05:55:57 PM »
Ok, so I think I solved all my problems with this.

I moved the variable which sorted that out, and I switched Delete.Item to Drop.Item which has sorted out my item script errors. Does Drop.Item remove the item from memory? Or does memory not come into this situation?

I managed to launch the game from inside itself and close the old game down, but, it didn't really work because the settings screen came up again (fullscreen), which messed it up - almost worked though.  :)

Thanks for the help.

210
Technical forum / Re: Reset Game
« on: March 26, 2005, 02:19:59 PM »
I guess you could start a second game by calling game.exe from within a script and then shut down the original game using Game.QuitGame()...

How do I call game.exe? Would this work nicely, or would it cause problems do you think?

Is there a way to add a "reboot" option to a new version of the engine? Or can it just not be done? It seems to me that if you could just literally restart the game, there wouldn't be any problems at all from the game.reset method. Why can't you just unload everything and then reload everything from the start as if you were starting the game the first time?

Obviously, I'm a novice programmer here.  ;D

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