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Messages - Khris

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1
as ags isn’t really set up for this kind of game
Not quite true; the engine is quite flexible and can easily deal with held down keys.
All you need to do is use repeatedly_execute and IsKeyPressed() instead of on_key_press().

2
I'm guessing you must've also sacrificed a goat and mumbled a spell, because those two things are completely unrelated.

3
AFAIK, the mouse cursor changing to the pointer graphic is hardcoded for PopupY GUIs, meaning the current cursor mode is retained.
The alternative is to implement the PopupY behavior yourself. Switch the GUI's visibility to "Normal, initially off", and use this:
Code: Adventure Game Studio
  1. int prevMode;
  2.  
  3.   // the following inside repeatedly_execute
  4.   if (mouse.y < 10 && !gInventory.Visible) {
  5.     gInventory.Visible = true;
  6.     prevMove = mouse.Mode;
  7.     mouse.Mode = eModePointer;
  8.   }
  9.   else if (gInventory.Visible && mouse.y > gInventory.Height) {
  10.     if (mouse.Mode == eModePointer) mouse.Mode = prevMode;
  11.     gInventory.Visible = false;
  12.   }

4
Declare the sprite and overlay outside your function.

Code: Adventure Game Studio
  1. DynamicSprite* sprite;
  2. Overlay* myOverlay;
  3.  
  4. function Bubble::Render(int x, int y)
  5. {
  6.   int radius = 10;
  7.  
  8.   sprite = DynamicSprite.Create(radius, radius, true);
  9.   // ...

Like dayowlron says, all variables / Pointers declared inside a function don't survive it ending.

5
You cannot change which function runs initially after a click at runtime, but you can of course change the button's behavior in other ways, namely by then calling other functions / code based on variables.

If you tell us what your goal is, we can tell you the best way to achieve it.

6
General Discussion / Re: Google Chromes fancy idesa...
« on: 30 Aug 2018, 10:23 »
Because the free quota expired.

7
General Discussion / Re: Google Chromes fancy idesa...
« on: 29 Aug 2018, 08:08 »
This has nothing to do with Chrome, which is a browser. They removed the button from their website three months ago.
In 99% of cases you can still right-click and select "Show Image" to get the same result though (and there's nothing Google can do to prevent this either).

8
Site & Forum Reports / Re: Bug reports
« on: 27 Aug 2018, 16:46 »
Looks like the Google Maps API key has expired; the profile page map is showing "for development purposes only".

9
I took a look and noticed that it's not just walking but also right-clicking while in the lower half that didn't work.
Which means it has to be a GUI that catches the click.
gCursorText is moved under the mouse when the y coordinate is > 120, so all you need to do is turn its Clickable property to "False".

10
Can you put your game files on google drive or something, so we can take a look?

11
General Discussion / Re: Music in your games.
« on: 25 Aug 2018, 12:10 »
Here's some info: https://www.ascap.com/Home/Music-Career/articles-advice/ascapcorner/corner16.aspx

I'd ask them. If you don't plan on selling the game, they might agree to very low fees, maybe?

12
I don't think any of this is necessary.

If somebody decided to play the game a second time from the start, months or years later, surely they are willing to spend 5 seconds entering the uncensored password again...?

13
No graphical interface but the best converter I know: http://v2v.cc/~j/ffmpeg2theora/

14
In case that's the issue, some commands don't run immediately but only after the current function finishes. Dialog.Start() is one of them, as mentioned in its manual entry.
Which means the code from the second image that checks track_number should be moved inside the dialog script, before the stop command (you can use standard script commands in dialogs if you indent them by at least one space).


Also, please don't post code as image. We often take people's code and edit it, and having to retype it first will make people less likely to provide help.
If you must post images, please pick a host that doesn't horribly distort the pictures, or include them in your post (right-click the image after it was uploaded, click "copy image location" then paste that in between [img] and [/img].

15
Leave it to "int" and set the default value to 0 (zero).

16
Right after you start the music, also start the dialog. There's no need for the check you tried, even if it did work that way.

Code: Adventure Game Studio
  1.   // specific choice was made
  2.   aMusic3.Play();
  3.   dSomeDialog.Start();

Or set a global variable when the music was picked, then check that.

Code: Adventure Game Studio
  1.   // specific choice was made
  2.   aMusic3.Play();
  3.   player_picked_3 = true;
  4.  
  5.   // later
  6.   if (player_picked_3) dSomeDialog.Start();

17
Fixed:

In this first image you can see the font I am using and there you can see that there are all the symbols of the Spanish language, such as "ñ", or the accents in the vowels: "á".



here in this second image we see the script of one of the rooms and a line of dialogue of the protagonist, here you can see all the symbols



and here we see how it appears in the game, the protagonist's text contains errors in the places where "a" accents should appear.


18
The short answer is:
Using more than 3GB (Gigabyte) of RAM, which is recommended very much, requires a 64bit OS and hence a 64bit CPU.

Running 16bit software, if required at all, can easily by done inside a Virtual Machine, which runs much better on a machine with lots of RAM.

I can't think of a single reason to invest in 32bit in 2018.

19
Yeah, I just saw the other thread about the game running slow at first, should've read the threads I missed from top to bottom :)

20
Advanced Technical Forum / Re: online game content
« on: 11 Aug 2018, 07:28 »
It's possible if you use the agsSock plugin and write your own server.

1. Have the server load/download the image file (convert it to PCX format) and turn it into base64 before sending it
2. Send an HTTP Request to the server using the plugin, decode the base64 and write the raw binary to a file
3. load the image into AGS using DynamicSprite.CreateFromFile

I did this successfully with small images, like 100x50 pixels. With bigger images a) the server would send it in chunks, which my code couldn't deal with yet b) the conversion from base64 to binary took ages.

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