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Messages - Khris

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The very first thing people should do is clear the entire cache for adventuregamestudio.co.uk
This should solve some of the issues.
Quoting works fine for me.

Edit: sorry, no, it doesn't on Chrome.

Edit2: Here's a tampermonkey script that will fix the quote button.(not the "insert quote" button on the reply page though)

Beginners' Technical Questions / Re: RunAGSGame Use
« on: 12 Dec 2018, 17:09 »
It simply means you make a copy of your game folder and open the copy with 3.5.
Opening your 3.3 or whatever game files with 3.5 and saving them will update the game files to 3.5's format, potentially ruining them, yes.

How does this even work? Spammers found this site who knows how long ago, and kept trying despite it not working? So that once it DID work they got through?  :shocked:
It's not a person, it's bots.

CW: you should be getting error messages in the browser console. Troubleshooting issues like that is usually straightforward, if you know the error message.

The Rumpus Room / Re: What grinds my gears!
« on: 11 Dec 2018, 23:21 »
I also forgot to mention along with windows taking ages to scan hd finding nothing when files clearly exists it was asked to find,  other times windows search literally dose not even bother to search.
You might want to try this: https://superuser.com/questions/98958/clear-search-cache-on-windows-7/99059#99059

The very first thing people should do is clear the entire cache for adventuregamestudio.co.uk
This should solve some of the issues.

The two if blocks at the end will both run on the first click, since you are setting showdown to 1, but then don't exit the function and don't use else which means the next block will run right away.

I need something like an event for mouse click in every room. Is there a way to do this?
Yes, if you add
Code: Adventure Game Studio
  1. function on_mouse_click(MouseButton button) {
  2.   // code here
  3. }
to your room script, AGS will call it before calling the global one.

However, just like Snarky suggests with the inventory items, never implement global functionality on a per-room or per-item basis. You will only end up with tons of hard to manage duplicate code.
The global on_mouse_click is called when you click anywhere inside a room, so you'd use the existing eMouseLeft block, check eMouseMode == eModeUseinv and Game.GetLocation(mouse.x, mouse.y) ==  eLocationNothing and handle the click accordingly.

When I post code, I have to include =ags again, and the linebreaks are discarded.

Not really concerning the current issue, but you can replace your SetEditorExpectations() function with this:

Code: Adventure Game Studio
  1. function SetEditorExpectations() {  interviewExpectations[Random(9)] = true;}

You're also doing this cEgo.ChangeRoom(67);, then you're calling a bunch of other functions. The change room command will be queued, and only runs once the current function has finished.
It also looks like you'll want to check your InitEditorExpectations() function, since it's setting all those bools to true, which causes the three SetEditorExpectations() to have zero effect.

You simply need to do basic debugging: add lots of Display() commands to your code, and make sure that variables actually contain what you think they contain.

Please post the relevant code in full, and tell us exactly what you're doing and what the result is.

I'm still unable to understand why the if expression is skipped at run time
That's because it isn't. AGS doesn't randomly skip statements or blocks. There's an error in your code, and we should be able to point it out if we see the whole thing.

Hints & Tips / Re: Return of the Obra Dinn
« on: 07 Dec 2018, 13:03 »
1) I was stumped by this at first too,
Spoiler: ShowHide
but you can in fact clearly see who the "killer" is. Look at the scene again. The guns, the victim's body.

solution: [hide]You can see the paths of the bullets from the guns, only one actually hits the guy

2) Not that I know.
Spoiler: ShowHide
Later in the game it is mentioned that some memories are only reachable from other memories, which as far as I understand means you have to enter memory X first to enter memory Y

spoiler:[hide]one chapter takes place on open water, for instance

Beginners' Technical Questions / Re: Issue With Death GUI
« on: 26 Nov 2018, 18:03 »
You can simply keep the Death GUI open in the background; any of the three options will "close" it anyway (restore/restore will load a savegame which doesn't have the GUI open, and quitting the game will close the entire game).

You have

15 is white. Use 0 instead, or COLOR_TRANSPARENT.

Given that you want to use it for Dialogs, did you create it as TextWindow GUI? If so, have you assigned any images to the 4 corners / 4 edges / background?

Advanced Technical Forum / Re: Issue Testing Game
« on: 22 Nov 2018, 09:25 »
Try pressing F7 instead, then run the game from the Compiled/Windows folder. I assume that works fine?
Next, try disabling your Antivirus, then try F5 again.

(It seems that something external to AGS is preventing the exe from running by killing it, and the error you get is the AGS editor's reaction to that.)


I gave this a shot and noticed a few things:

Spoiler: ShowHide
- The room isn't darkened for me in any way at the start of the game. When I turn on the light, the lamp changes slightly, but the rest of the room is the same. Probably just a small bug? I get an idea of the darkened room during a bolt of lightning, and on my 2nd attempt the turned on lamp looked differently. All in all this seems like a graphics glitch. Playing on Win 7, GTX 970, windowed. (edit: tried it in fullscreen and this time no issues)
Edit 2: that was fast; windowed works correctly now

- The cursor changes over active areas, but not when I have an active inventory item. Not a huge deal, but I'd prefer some visual indication of what I'm looking at, like the name of the hotspot appearing somewhere

- After I picked up the ice skates, I couldn't pick up anything else heavy but I also didn't find any way of dropping the ice skates or returning them to the closet. I got the feeling of being stuck without any indication of how to get out of this, and had to fight the urge to quit the game and never touch it again... :-[

Other than that I really like it so far, the graphics and animation style perfectly fits the "slightly creepy children's book" vibe.

Module Thread: http://www.adventuregamestudio.co.uk/forums/index.php?topic=41448.0

Download: http://www.mediafire.com/?db61jsd88w6jj

Before changing to the room, manually FadeOut(), then set the next screen transition to instant, then load the room.
In the room, use setTimeout to wait a bit, then FadeIn().

Looking at your reply, that's quite hard to believe, to be frank.
Properly linking the event via the room editor will append a function called room_Load at the end of your room script, and as long as the Overlay is declared in global scope and created in there, it should work.

So something like:
Code: [Select]
Overlay *someFloatingText;

function room_Load() {
  someFloatingText = Overlay.CreateTextual(...);

Even if it did work for you but you merely wrote this post from memory, keep in mind that other newbies might find this thread and end up severly mislead.

It's possible, and you'd do it in the "player enters room before fadein" event. It's an event that is triggered each time the room is visited.

Please always state what you've tried (including the code you've used and where you placed it) and how it failed.

Definitely. How big are your inventory item sprites? Item width / item height is the grid size of the inventory window, in pixels. You likely have sprites that are much bigger than 30x20 pixels, I guess?

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