Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - Jonathan Wedge

Pages: [1] 2 3 ... 116
1
Ahh see, I knew there was something in the room itself that caused the problem for two reason. I tried to manually duplicate the room and got the same error but when I imported the room the error wouldn't pop up. The second odd thing I noticed was that the old background kept showing but I wasn't sure how that was possible. (The background as the green outside the black. I expected all the black to be the ground floor.


It turns out you need at least 4 to get things working properly. Also each background seems to be utilized differently if needed. I noticed in room 1 (Outside) the clouds were not an object(which I kept trying to figure out how else they were in the scene) but it's actually just background 3 haha.

As for error two, I understand now and I'll do just that. Other than that, I think that answers my question. Now all I gotta do later is play around more with things and I might be able to finally make some use out of this thing. :D

I need to dig around for that manual at some point as well if I start progressing anything further. Thanks for the quote snippet btw because I was going to just throw those around whenever I did anything in a 3D room.

As usually, thanks Crimson! Now I can finally sleep  :-D

2
I know this is an old AF and I know that the last post was like 6 years ago but I really am determined to at least get this working the best I can.
The biggest things is right now, when using the demo game and creating a room to put what I've learned to the test I just get an error:



Mind you, this is just from me trying to use E3d.Init();. Which to my understanding is how you even get the room to know you're trying to get it to use the 3D features. I'm guess this is the main blockade in fully playing around with the plugin but I'm sure once I figure out what is causing this error then I can continue you on.


However, my second problem is trying to figure out how am I supposed to use the module outside the main demo when I keep getting this error:



I don't even really have anything going besides the room in place with the walkable area and the character and I'm getting this error. There isn't a line of new code outside the inclusion of the module and I can't figure out how to fix this problem even when running a search in the demo game.

So now I'm here with two AGS projects open that both have errors that prevent any type of progress with this module. I really don't think the answer is right in my face for this, to be honest. But I feel like there is an answer.


Before I forget, what is the main purpose of E3d.RoomSpace(); & E3d.ScreenSpace();?
They kinda seem to work like a Start and Finish pair but I don't really get why it's used sometimes and sometimes it's not.

3
General Discussion / Re: Ask something - We can help.
« on: 07 May 2018, 09:54 »
I wish AGS had like a native outlining option for fonts because I have a font that I wanna use for talking but it lacks an outline. I could have sworn there was a solution for this a while back but I'm not all too sure.

Hmm, AGS has automatic outlining option, if that's what you mean. You may choose it in font properties, it's called "Outline style".

I KNEW THERE WAS AN OPTION FOR IT!
It's one of those things that I barely touched I guess. I gotta stop taking these extensive breaks from AGS because I constantly forget basic stuff like that. Thanks again.

4
General Discussion / Re: Ask something - We can help.
« on: 07 May 2018, 01:44 »
Yeah I meant to respond back and say I never mind but I was hoping for a site link for those fonts because I never noticed the high res font option until digging through the settings sometime last night. I wish AGS had like a native outlining option for fonts because I have a font that I wanna use for talking but it lacks an outline. I could have sworn there was a solution for this a while back but I'm not all too sure. Thanks tho, Crimson!

5
General Discussion / Re: Ask something - We can help.
« on: 06 May 2018, 08:54 »
Does anyone by chance have the two main AGS fonts (outline/NoOutline) or something close to the two? Or even a site that offers both outline\non-outline fonts?

I changed the resolution of my game when I started it and I noticed that the main font is super big and I'm not sure how to scale it down to a reasonable size or where to locate the main fonts to reimport them both in a smaller size.

6
The Rumpus Room / Re: Happy Birthday Thread!
« on: 09 Feb 2018, 08:45 »
Thanks you guys :)

7
I guess I wont then and that's fine. I've gotten this far, haven't I? Regardless of how, my only goal is to finish this game as stable, playable, enjoyable as I possibly can. And I intend to do so. Whether you want to help me or not if I post here again then that is fine. Just know I appreciate the help regardless. 

8
Khris you're the one making it seem like I'm taking it personal. I ask monkey for help you think he throws in face manual this manual that? Come on I admitted I even tried looking in the manual but I didn't register that item was the key to what I was looking for. I didn't read over all the text in the manual to really latch on to the fact that item was a consistent word that was said throughout the list of section. All I said was tried looking for something "text" related and I didn't see it. Maybe I should have typed listbox text? I don't know. Like you're making seem like I was trying to take shots at you when that was never the case.

@dayowiron yeah after working it out I did catch on to that. All in all, what is there has been then for years because it works. I'm not doubting that, I'm just saying it's something I've never had to use in all my years of ags so when trying to work with it I was completely lost because what i thought would be there was worded as something else. But it's fine.

It's all working and I'm good to go.

9
That's fair. I guess I was looking at it in the a different light and when you mention remove item and add item it should have occurred to me that items might have been some use under further inspection but I was dead set on looking something related to text I didn't even think items would be just that.
I knew how everything else in the listbox worked for what I ever needed it for but this one thing was new to me so I didn't even process the thought.

On the contrary, however, it could have still be called ItemText since what it seems to be looking for is the text itself for the selected item in【#】 space but this has probably just been a function that's been there for ages now so I mean I wouldn't expect for it to be dumb down just because if the manual points it out.

10
What? What did I honestly say that was wrong? Sure it's the best to assume but I was going nuts looking for one simple thing for the list that isn't exactly as clear as everything else in AGS GUI-wise. Everything that I use that points to text says .text. Then we have...items. Not even Item, it's item s with and s. I looked through the manual to find out if what I was looking for was there in some way and it did not occur to me to check the one function that has such an arbitrary name. I was never a pro when it came to coding in AGS and I've always tried my best which is why I've gotten as far as I have and everything works like I want it to but sometimes I'll encounter something that may be very simple to someone pro like you like but is still complicated for me. I don't like having a hard time with you all the time, but I take it because the help is...well, helpful!

Besides, I wasn't taking shots at you. That was more so at whoever thought of that drifting away from an already working naming convention was for the best for that one thing.

11
The [index] part I never seen I said. There's a chance that I also skipped over items itself looking for another name itself. But thanks though for the example given.

Also items isn't exactly the most clearest thing that refers to text itself when looking at the options for list box when just about everything else that points to text is simple .text. Items is such a vague name I would have never thought to utilize it unless you had mentioned it.

12
Oh the reading of the text in a list selection was my work around for AGS not skipping over blank spaces. If it were to read the text "???" Then it wiould result in a "entry not found" banner but if it said something like "monster" then it would give an image with the connected monster banner.

But I've never seen that [index] option. I even looked in the manual so I assume that's just something more advanced.

As for using structs and arrays yeah that's something I still didn't fully learn as bad as that may sound. But I do understand your example, I just don't know how to properly set up the stuff for calling haha. If anything I know a guy that can probably help with that. Thanks for the help though, Khris.

13


Hey'a guys, I had a question that I felt like reaching out to ask about good way to solve this here problem that's killing me internally right now.
I just wanna say that I'm still rocking AGS 3.3 and I haven't moved on to the latest version out of fear of something breaking. If that really isn't anything to worry about then just say the word and I'll move on. I'm also saying that because maybe in the latest version, what I'm seeking might be fixed in there list wise.

Anyhow, I have a few list to keep track of certain things in game like monster info, items, and other stuff. My problem that I'm just now discovering is that AGS wont scroll over or even past a blank space in a list. It stop right before it. I've even tried to use tweens to help but the same results happen.
Code: Adventure Game Studio
  1. function Button140_OnClick(GUIControl *control, MouseButton button)
  2. {
  3. if(List_History.Visible == true){
  4.   List_History.ScrollDown();
  5. }
  6. else if(List_Story.Visible == true){
  7.   List_Story.ScrollDown();
  8. }
  9. else if(List_Bios.Visible == true){
  10.   List_Bios.ScrollDown();
  11. }  
  12. else if(List_Other.Visible == true){
  13.   List_Other.ScrollDown();
  14. }  
  15. else if(List_Bestiary.Visible == true){
  16.    
  17.   List_Bestiary.TweenSelectedIndex(0.1, List_Bestiary.SelectedIndex+1, eEaseLinearTween, eNoBlockTween);
  18.   //List_Bestiary.ScrollDown();
  19. }  
  20. }
  21.  

Now something else to note is that the banner with the monster changes to the appropriate monster whenever you select the respective index. So I've placed monster 23 at index 23. My solution to this was to fill up the list with rows of "???" that would later be replaced with the actual monster name when you encounter them. Now the problem here is there is (that I no of) a way to check a the string of an index because if it was possible to do that I could just call an if statement to check the indextext to make it fire off what I need but I just cant do that.

Is there a proper solution to this or is this just an oversight in AGS that hasn't been address cut the entire documents section out of my game? I have only one other alternative to keeping it in game wise but I feel like there is a simple solution to making it where players dont have to collect books that unlock the tab that contains all that information instead of just finding all the info bit by bit...

14
General Discussion / Re: Icey Games Reborn
« on: 24 Jan 2018, 07:06 »
The original sketches were nice, but the updates look great!

Thanks man. I'll make sure to pass along the compliments.
I want to show you guys all the progress I've been making on getting things going but I think I'll save that those for the demo to come later. However, I will share with you guys this picture of the 5 out 15 summons in the game. The summons, if I hadn't stated before, play a supporting role in and outside of battle on Kaito's adventure. You'll learn more about them when you get to play but for now I give this picture of these few characters.
(scrolling may be necessary to see full img)

15
General Discussion / Re: Icey Games Reborn
« on: 06 Jan 2018, 18:11 »
All the credit goes to our talented background artist  ;)

16
General Discussion / Re: Icey Games Reborn
« on: 06 Jan 2018, 05:26 »
Take a look a the original sketches for these rooms and what they have evolved into now.

17
General Discussion / Re: Icey Games Reborn
« on: 03 Jan 2018, 12:11 »
That's interesting. I have noticed this to be a problem in the past with profile pics (and I think youtube embeds) but didn't think it was the forums itself.

18
Completed Game Announcements / Re: Doc Apocalypse
« on: 03 Jan 2018, 03:57 »
Will be trying this out when I can! :3

19
General Discussion / Re: Icey Games Reborn
« on: 03 Jan 2018, 03:01 »
Thanks guys! I freaking tried a few different sites and got the same results and then just said screw it haha.

20
General Discussion / Re: Icey Games Reborn
« on: 02 Jan 2018, 19:26 »
No problemo, dude!  :cheesy:

Now while I'm here, can anyone tell what's the deal with why my damn profile icons won't set? XD

Pages: [1] 2 3 ... 116