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Messages - Vincent

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1
Offtopic question: what would be the best way to implement the months too into your module? I know that we talked about this before, I would like to do it with their actual lengths at the moment. However, my purpose to keep track of the month lenghts would be to display properly their name when the 'dayOfMonth' change, any suggestion on how to do that?

2
Fantastic! ;)

3
Very quickly answer. Go to the events into the room and re-link the event rep_exe by pushing the button "..." like in this image!



If that doesn't work then erase your function rep_exe of the room and re-link it once again.

4
Beginners' Technical Questions / Re: File error
« on: 09 Apr 2018, 11:17 »
Thanks Crimson Wizard for answering, tips and clarifications!

You may modify this path in the Default Setup page, by changing "Custom shared data path" option. (Simply setting it to true and not typing anything should save files in the game directory).

Setting this option to true it solved the issue, thanks a lot again.

5
Beginners' Technical Questions / Re: File error
« on: 09 Apr 2018, 10:20 »
Thanks Gilbert for answering!

(I don't even have the latest version installed ATM)

For me, I don't have need to install the program, because if I double click the .exe it will open the editor without installing. Probably this is the problem? However, I have try your code but doesn't seems to generate the file anywhere. If I search on my computer then I got something like this.



I am not pretty sure what's going on here.

6
Beginners' Technical Questions / File error
« on: 09 Apr 2018, 09:10 »
Okay, here we go with another silly question.
On my C: driver I have installed Adventure Game Studio 3.2.1 and on my desktop I have a folder with other Ags versions. If I open a new project with Ags 3.2.1 and do something like:
Code: Adventure Game Studio
  1. if (!File.Exists("temp.tmp"))
  2. {
  3.   File *output = File.Open("temp.tmp", eFileWrite);
  4.   output.WriteString("some text");
  5.   output.Close();
  6. }

It generate the file *tmp on my compiled folder. But, if I open a new project with AGS 3.4.1.12 and do the same thing then the file doesn't get created. How do I should fix this?

7
There are a hundred ways in which you can do this, essentially you need a condition.
You can archive a condition with a boolean for example, declare a global bool and call it PlayerHasPieceOfCoal with the default value to false. Then when you interact with the vein:
Code: Adventure Game Studio
  1. if (!PlayerHasPieceOfCoal) // Player doesn't have the piece of coal yet
  2. {
  3.   PlayerHasPieceOfCoal = true;
  4.   // add inventory
  5.   // do stuff
  6. }
  7. else // Player has the piece of coal
  8. {
  9.   // there's nothing else here
  10. }

You could also set a condition by using an integer at all. You can check Character.InventoryQuantity[] or Game.DoOnceOnly.

Edit: NicolaGs was fast!

8
I am in Stupot! :-D

Not me. I'm the only italian who hate soccer.:P

Ciao un italiano che odia il calcio!:)

9
Beginners' Technical Questions / Re: Missing Plugin
« on: 01 Apr 2018, 12:11 »
Thanks a lot for sharing.
Nowaday, I still don't know how to use this but I think I have sent him a Tweet right now! :)

10
Beginners' Technical Questions / Missing Plugin
« on: 31 Mar 2018, 19:28 »
Good Evening to all AGSer!

I am not sure if this is the right place for posting this but I would like to ask if any of you have this plugin: Razorblade 3D made by DoorKnobHandle! All links seems to be dead. I have try to PM the owner of the plugin but it seems like his last active go back to 15 Jan 2015! Someone could help me out with this? I would be truly appreciate.

11
Modules & Plugins / Re: ENGINE PLUGIN: Clipboard v0.4
« on: 30 Mar 2018, 15:49 »
You are welcome Snarky!

Thanks. Sure, undo/history would be useful to have, but it wouldn't be part of the plugin, but rather something you implement in your game logic. I'll think about adding it to the TextField module.

In fact, I was thinking that it could be implemented in the TextField module as well instead of in the plugin itself after I had a look into the code on Github.

12
Modules & Plugins / Re: ENGINE PLUGIN: Clipboard v0.4
« on: 30 Mar 2018, 15:31 »
On Windows 7 it's working like a charm! Great work as usual Snarky!
Some extra notes aside: Should Ctrl+Z remove the previous paste text and Ctrl+Y add the latest text copied?

13
There is no problem Crimson Wizard, thank you very much! :)

14
I used the zip archive. I have unziped the file and I double click the exe to open the game with this version.

15
I think I am, I believe... The number version is:
AGS Editor .NET (Build 3.4.1.12)
v3.4.1, January 2018

16
Example of script im using:
Code: Adventure Game Studio
  1. function repeatedly_execute_always()
  2. {
  3.   gPointer.X = btnMap.X+1020;
  4.   gPointer.Y = btnMap.Y+1240;
  5. }
  6.  

Message error:

17
Quote
Removed game error reported when GUI coordinates were off the room limits.
It doesn't seem to work for me, I still get the message gGuiY: Co-ordinates specified are out of range.

18
then when opening it the next day, got the message about the missing plugin.

This is happening a lot of times for me too and I can't understand why. It is happening for me when I first open Ags 3.2.1 the next day, which is an oldest version however.

19
Even when you name a view too much long it get the error message.

20
Is there a way to check what object is behind another object?

I believe so, I think you can try with object[ID].Baseline.

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