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Messages - Cassiebsg

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Beginners' Technical Questions / Re: GUI blocking keys
« on: Yesterday at 12:34 »
Code: Adventure Game Studio
  1.     if (player.Room==1) player.Walk(180, 170, eBlock, eAnywhere); // or whatever room you which it to run


Beginners' Technical Questions / Re: GUI blocking keys
« on: Yesterday at 11:58 »
Couldn't he just add the line to the close gNotebook function instead of using Rep_Exec?
And if it' only to happen once, then use Game.DoOnceOnly...

Code: Adventure Game Studio
  1. // whatever your function is called
  2. {
  3.     // ... eventually other code
  4.     gNotebook.Visible=false;
  5.     if (Game.DoOnceOnly("Walk only the 1st time the gNotes closes")) player.Walk(180, 170, eBlock, eAnywhere);
  6. }

AGS Games in Production / Re: Tardigrades
« on: 18 Oct 2017, 21:26 »
Uhm... >:(
And you, as the little guy, releasing the game after the show will be the one labeled as a "rip off"... :~(

The Rumpus Room / Re: Name the Game
« on: 18 Oct 2017, 15:18 »
What? I thought that was a joke guess... 8-0

Critics' Lounge / Re: Need help with art
« on: 17 Oct 2017, 21:20 »
Draw one and animate it?

Ah, yes, forgot to add the clear. (roll)
I had it on my "work around" but not in the original solution, so I've added it and now it's almost perfect. :-D
It's no longer switching Turkish to the top, and it's no longer not showing the highlighted on the 2nd time I open the GUI (with the game started with Turkish). It still showing empty on the first time I open it. Thoughts?
And the listbox is suppose to be 3 high, but haven't actually tested it to make sure it can display 3, so it might be only able to display 2 (but shouldn't the scroll bar then show up??). :-[ Think I'll go test and see if what happens if I add more items just for testing.

EDIT: Okay... yes, it could only show 2... and didn't show the arrows cause I didn't want the border visible... >:( So, guess I'm forced to have the border there.

Also, do you do anything with this listbox outside of this function?

Well, yes, I'm changing the language.

Code: Adventure Game Studio
  1. function lbxTranslations_OnSelectionCha(GUIControl *control)
  2. {
  3.     String selectedTranslation = lbxTranslations.Items[lbxTranslations.SelectedIndex];
  4.     if (selectedTranslation=="English") Game.ChangeTranslation(""); // yes, I'll change it to your purposed solution ASAP. :)
  5.     else if (selectedTranslation=="Turkish") Game.ChangeTranslation("Turkish");
  6.     else Display("Unable to change the translation");
  7.     selectedTranslation="";
  8. }

Am I doing something stupid in here that might be messing up the list display?

And then I just have to figure out how to solve the credits module... (roll)

Okay, that works. (nod)

But I still have the weird behavior happening when starting the game with Turkish. (EDIT: And turning off translation for the ListBox didn't solve this.)

EDIT: Also tried the alternate script that CW suggested, now with the string. Works now. (nod) But odd enough Turkish is jumping to 1st place above English after selecting it the first time, and then closeing the gui and reopening it. :-\

CW, game doesn't compile that code (and I'm too rookie to even understand it, much less debug it :-\ ).

It says about line 5: must have an instance of the struct to access a non-static member.
Says the same about Game.TranslationFilename.CompareTo("Turkish", false) == 0 ...

I haven't really used translations, but could it be that loading the game in Turkish translation actually interferes with the strings somehow? I mean that it tries to look up a translation for "English" and "Turkish", doesn't find it, and so the list remains blank? (Not sure why it would work on the second attempt, though.)

Oh, that might be it. These lines aren't on the translation file yet, as I just added them and haven't updated the translation file.

There is now "Translated" property in ListBoxes, and it is "true" by default.

Uhm... I thought it was off by default. 8-0
How do I turn it off? I tried lbxTranslations.Translated=false; but it just says that Translated is not a public member of ListBoxes... ???
Okay, found the option in the editor... One for the big list of stuff you can do in editor but not in script? (roll)

EDIT: Okay, added the lines to the translation file and translated them with Google 8-0. It's fun to see the translation on the fly when I change it from one to the other... but still doing the same as before: 1st time empty, second time no hightlight.


This is more or less what I had:
Code: Adventure Game Studio
  1. function show_translation_list() // called when gSettings is selected to be displayed
  2. {
  3.     lbxTranslation.AddItem("English");
  4.     lbxTranslation.AddItem("Turkish");
  5.     if (IsTranslationAvailable() && Game.TranslationFilename=="Turkish")
  6.     {
  7.         lbxTranslation.SelectedIndex = 1;
  8.     }
  9.     else lbxTranslation.SelectedIndex = 0;
  10. }

Now the weird behaviour is: If I load the game with Turkish, Language list will display empty first time. 2nd time it will display English and Turkish, but neither is highlighted.

If I load the game with the default English, then list shows fine 1st time with English selected (or maybe because it's the top option...)
Or is this one of those cases that I need to check the condition after the populate function is done? ???


So, I decided to let the player change the game language by selecting it in my settings, works almost perfectly (have a problem with the credits module, and this one).

What I want it to do:
I populate the list with the Language I want (using AddItem).
The check which translation is loaded (if any) and highlight the correct Language.

Result: When opening the GUI I see the current Language that is selected.

I was trying to use ListBox.SelectedIndex but this was resulting in some wierd behaviour... have a feeling I was changing the selecting but not the highlight or something.

Anyway, any help?
I currently have done a work around, since there's really only 2 languages to selected from, by just using an if/else and loading the list with the current language on top... but seems like a "stupid" way to do this, considering it would be much simpler to just set the highlight on the correct index. (roll)

Can you make sure that room_FirstLoad is linked in the event pane of the room?
just click the yellow electric light-bolt button, and then you should see the name of the function, you can then click the ... button to the far right.

Modules & Plugins / Re: MODULE: Credits v1.19
« on: 15 Oct 2017, 19:52 »
Okay, me again with a new old problem...

I need to add the credits more than once! 8-0 Is there a way to clear the array(?), so I can then add them again?

Reason for this, is that I decided to add an option to let the player change translations in game, not just via winsetup, and since the Credits are being loaded at Game_Startup, this is not working desirable. :-\ So ideally, I would like to reset/clear them and then add them again in the the proper language, so that they display correctly.

Is this possible?

EDIT: I solved my "problem" without needing to clear the credits, but there's still a problem when using a translation. Which might have been solved with a clear command. (wtf)

Anyway, right now the problem only happens when I load the game with a translation selected and I then wish to return to the default (english) language. If I change it from the games settings GUI (not winsetup), the credits are still displayed in the original translated language. ???
This problem does not happen when I  start the game with the default language selected, I then have no problem changing the text in game from one language to the other and back and the credits will be displayed in the current "selected language".

Any idea why it might be messing up when I start the game in another language? ???

The Rumpus Room / Re: What grinds my gears!
« on: 15 Oct 2017, 01:25 »

AGS Games in Production / Re: Bury Me in the Sand
« on: 14 Oct 2017, 21:31 »
I thought I was the only one!

+1 what Mandle says.

Yes, post your code, so we can understand exactly what and how you are doing it.

Outch, sorry to hear that Slasher. :~(
How about getting a cheap usb hub? That way you could have your mouse and keyboard?
Hope the coffee won't damage the laptop though (not just the keyboard I mean).

Smarty, jump right in, as long as you use AGS then anyone is encouraged to make a game(or several). :-D

* Cassiebsg quickly stands as much as possible and shouts


and then quickly crumbles into place expecting a very slow and painful death! 8-0

Looks nice, hope to have sometime to play it. (nod)

Ps - Congrats on the release! :-D

Interesting, and nice read on the puzzle mechanics. (nod)
I also think the coffee excuse is a bit thin, I don't even drink coffee!? 8-0 I have an idea, but I'll PM it, so you can whatever you like with it. ;)

Keep up the good work! (nod)

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