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Messages - Vincent

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1
@Crimson Wizard: I have test the game with this version: http://www.adventuregamestudio.co.uk/forums/index.php?topic=56452.0 And the problem is disappeared finally! Thank you very much!

@Khris: Thank you very much for the suggestion, I will try to keep this in mind for future references!

2
Thanks a lot Crimson Wizard. Alright I will try to download this version and to open the game with this version and let you know as soon as I can.
I have saved the error message by making a screenshot and this is how the message error looks:




3
I will try to explain my problem. I have a screen gui (640x480) which show a map inside a button. if you push return you are able to zoom the map.
The zooming image it's actually the same picture but already zoomed with another program (photoshop). When you zoom the image there is a red pointer which show your position. If you use the key arrows you are able to move the zoomed map around (the red pointer which is another gui it stay always in position where you are). It's working all great so far, but now the problem is when I move the zoomed map around Ags quit the engine and it pop up this error: Co-ordinates specified are out of range. I have seen that this is a problem that should be removed from the engine but I am using Ags 3.4.1 rc3 which it still has this error, how do I can fix this exactly?

4
Beginners' Technical Questions / Re: Cutscene
« on: 11 Jul 2018, 11:07 »
No problem with you Crimson Wizard, I have accepted your excuses.

5
Beginners' Technical Questions / Re: Cutscene
« on: 10 Jul 2018, 14:17 »
That is not a good reason.

Snarky, so f*****g helpful as usual. :)

6
Beginners' Technical Questions / Re: Cutscene
« on: 01 Jul 2018, 15:55 »
Like I said, I tried your code with WaitMouseKey, and it does not freeze. Of course, it is still hypothetically possible that a combination of WaitMouseKey with something else causes a freeze...

I am more suspicious about tweens. Is there any check for skipped cutscenes inside tween module?

Perhaps, try this and see if that changes anything:
Code: Adventure Game Studio
  1.   if (Game.SkippingCutscene)
  2.   {
  3.     gIntro.BackgroundGraphic = 3558;
  4.     // TODO: set dDialog and gScreen to the final looks (immediately)
  5.   }
  6.   else
  7.   {
  8.     gDialog.TweenTransparency(0.5, 100, eEaseLinearTween, eNoBlockTween);
  9.     gScreen.TweenFadeIn(0.6, 0, eEaseLinearTween, eBlockTween);
  10.     gIntro.BackgroundGraphic = 3558;
  11.     gDialog.TweenTransparency(0.5, 0, eEaseLinearTween, eNoBlockTween);
  12.     gScreen.TweenFadeOut(0.6, 100, eEaseLinearTween, eBlockTween);
  13.   }
  14.  
I have had a look at the Tween module and it doesn't seems that there is something about a check for the skipped cutscenes. If you say that the WaitMouseKey(9999) it doesn't freeze for you then it is something else. But I have try to simply erase the line regarding the Tween module but the game keep freezed when pressing esc to skip the cutscene. I don't know why.

7
Beginners' Technical Questions / Re: Cutscene
« on: 01 Jul 2018, 15:23 »
Yes, the game freeze when I press Escape to skip the cutscene and I believe it is because of the WaitMouseKey(9999).
If I remove them then it skip the cutscene just fine.

Code: Adventure Game Studio
  1. function room_AfterFadeIn()
  2. {
  3.   StartCutscene(eSkipESCOnly);
  4.   lblTesto.Text = "Hello world 1";
  5.   WaitMouseKey(9999);
  6.  
  7.   lblTesto.Text = "Hello world 2";
  8.   WaitMouseKey(9999);
  9.  
  10.   gDialog.TweenTransparency(0.5, 100, eEaseLinearTween, eNoBlockTween);
  11.   gScreen.TweenFadeIn(0.6, 0, eEaseLinearTween, eBlockTween);
  12.   gIntro.BackgroundGraphic = 3558;
  13.   gDialog.TweenTransparency(0.5, 0, eEaseLinearTween, eNoBlockTween);
  14.   gScreen.TweenFadeOut(0.6, 100, eEaseLinearTween, eBlockTween);
  15.  
  16.   lblTesto2.Text = "Hello world 3";
  17.   WaitMouseKey(9999);
  18.  
  19.   lblTesto2.Text = "Hello world 4";
  20.   WaitMouseKey(9999);
  21.  
  22.   EndCutscene();
  23.   player.ChangeRoom(2);
  24. }

In this case for me would be useful to use WaitMouseKey because it block the script til a key (or mouse click) is pressed. Now I'm trying to avoid (StartCutscene(eSkipESCOnly), EndCutscene) because when I press Esc it freeze the game.

I'm trying a workaround to skip the pseudo cutscene and make the player change room by using IskeyPressed(eKeyEscape) in repeatedly execute. But then IskeyPressed doesn't run because there is WaitMouseKey which is running and detect the key press.

8
Beginners' Technical Questions / Re: Cutscene
« on: 01 Jul 2018, 14:15 »
The main problem is that by using that code (in afterfadein or repeatedly execute) when I press esc to escape the cutscene the game freeze. It seems like it does not update the screen and it looks freezed as you said. So I was trying to find a way to use WaitMouseKey so to block the script til a key is pressed but without using the start cutscene function. I have try to escape all the pseudo cutscene and to make the player change room by checking if IskeyPressed(eKeyEscape) but when pressing escape instead of changing room it detect a key press for WaitMouseKey and so the change room doesn't get call.


9
Beginners' Technical Questions / Re: Cutscene
« on: 01 Jul 2018, 13:50 »
Hi Crimson Wizard, the reason is that before putting the code into the function repeatedly execute it was inside the function afterfadein and the behaviour was exactly the same.

10
Beginners' Technical Questions / Cutscene
« on: 01 Jul 2018, 13:03 »
So I was working on a cutscene which is looking something like this:
Code: Adventure Game Studio
  1. function room_RepExec()
  2. {
  3.   StartCutscene(eSkipESCOnly);
  4.   lblTesto.Text = "Hello world 1";
  5.   WaitMouseKey(9999);
  6.  
  7.   lblTesto.Text = "Hello world 2";
  8.   WaitMouseKey(9999);
  9.  
  10.   // some more here
  11.  
  12.   EndCutscene();
  13.   player.ChangeRoom(2);
  14. }

Anytime I try to skip the cutscene the game freeze. I like how the WaitMouseKey function work because it allow me to block the script til a certain time until a key is pressed. If I remove the start cutscene and handle the change room by checking if isKeyPressed(eKeyEscape) then the player doesn't change room because the key get listened to the WaitMouseKey and it jump to the next line of code instead of changing room. Any advice on how can I do something like this?

11
The Rumpus Room / Re: Happy Birthday Thread!
« on: 07 Jun 2018, 15:55 »
Thank you AnasAbdin! :)

12
The Rumpus Room / Re: Happy Birthday Thread!
« on: 06 Jun 2018, 08:39 »
Thank you Mandle I appreciated! :)

13
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?

14
Fantastic! ;)

15
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.

16
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.

17
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.

18
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?

19
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!

20
I am in Stupot! :-D

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

Ciao un italiano che odia il calcio!:)

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