No Cursor Pointer

Started by , Sat 30/06/2012 18:33:53

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Kurtis

I have Windows 7, started with the default game, imported a nice simple background, used the default character, followed the manual/tutorials and got to the point where he says now try running the game and see the character walk around. That is where I have my trouble.

First, I can not engage the 'full screen', but only get the mini-screen.
Second, I can use the Minimize and Close buttons, but the pointer disappears and does not work on the screen.

Please help, as I like AGS and want to be able to create.........

Kurt

monkey0506

Hi Kurt,

Regarding not being able to get the game to run in full-screen, are you testing the game with "F5"? If you're running the game with the debugger then it always runs windowed. You can select to run it without the debugger or open it directly from the "Compiled" folder in your game project's directory (you may need to click "Build" first).

As far as the pointer disappearing, Windows 7 is rather frustrating when displaying a window in 8- or 16-bit color depth. For some reason it thinks that it has to disable half of its own graphical settings in order for the window to display correctly. In my experience, this can sometimes cause issues with the window not capturing focus properly (but this is a Windows issue rather than an AGS one...). Just to clarify, when you said this happens when you minimize the window (and then presumably restore it?)...is this related to the cursor in-game, or restoring the Windows cursor when moving the mouse outside of the AGS game window?

Kurtis

Thanks Monkey,
I tried using the ctrl + F5 but still would not give me a full window. When I switched to 32-bit, I now have the cursor pointer in my windowed area. I have other problems now... lol lol.
I will check on them.
Thanks.

Kurt

monkey0506

There's a setting under preferences (File->Preferences) when launching the game without the debugger (Ctrl+F5) whether it should "Always run full screen", "Always run in a window", or "Use game configuration". You might want to check that out as well (sorry I forgot to mention it the first time ;)). You shouldn't have had to switch to 32-bit just to get the cursor to show up in the window, I was just notating that Windows 7 handles 8- and 16-bit programs running in a window (very) poorly. If you're having other problems though, feel free to ask if you can't figure them out.

Kurtis

Hey Monkey,
Thanks!! Back with other 'problems'.
1)I set the preference to FULL SCREEN; and now when I ctrl F5 I get the full screen -- but, nothing functions in Full Screen. I had to use my TASK MASTER to close the window.
That is a work in progress... lol

2)When I RUN the game, I have my pointer and my characters show up - but, my screen is black...and an outline of my background 'flashes' in color(colour). Also, when I bring up a room to edit, it is also black; I can click walkable areas, edges, walk-behinds and they all show up, but on a black screen -NO BACKGROUND shows.

What do you think?

Kurt

Crimson Wizard

#5
Hmm...
- what is your game resolution?
- what is your game colours number (256, 16bit, 32bit)?
- what is your monitor default resolution?
- do you set a "scaling" parameter in game setup window?
- what renderer do you set in setup window? Is it DirectDraw 5 or Direct3D 9?

Also it could be useful to know:
- what was the size of background pic you imported?

Kurtis

Game resolution: 640x400
Colors:  32bit (this is the only setting where I get a workable 'pointer' on the 'game screen'.
Monitor:1024x768 which is the default.
Scaling: I am following the tutorial, and have NOT done any scaling.
Renderer: Following the tutorial, so have not made any changes to the default settings(DirestDraw5).
Background: 640x400

Kurtis

Error!

I am using the Manual/Tutorial; Getting Started with AGS-Part 2 Creating your first room.
I am down to the part  "Trying out the game -Ok, we've slogged away at making our room - now it's about time to give it a go. Press F5, or click "Run" on the Build menu. This will save your work and launch the game! Once loaded, you should see your room with the character in it.

This is the point where my problems began....................



Alan v.Drake

#8
If you switched from 16bit to 32 try reimporting everything or starting the project anew.
Or I dunno,  try reinstalling directx9. You're getting some weird stuff.



- Alan

Snarky

In the game setup (winsetup.exe), there's an option called "Force alternate letterbox resolution". Try that. It will make the game run in 640x480 instead of 640x400 (with borders on the top and bottom), which might be easier for your computer to handle.

Crimson Wizard

#10
Quote from: Kurtis on Tue 03/07/2012 14:36:25
Scaling: I am following the tutorial, and have NOT done any scaling.
Renderer: Following the tutorial, so have not made any changes to the default settings(DirestDraw5).
Scaling and renderer could be changed in game setup, I mean not game settings that you edit as a game creator, but the configs you can change when you start the game - that is winsetup.exe that Snarky mentioned.

Do "Build" -> "Build EXE (F7)", then "Build" -> "Run game setup"; you will see.

EDIT: Oh, right, sorry, this is called "Graphics filter", not "scaling". It was "scaling" in previous versions of AGS.

Kurtis

I did  "Build" -> "Build EXE (F7)", then "Build" -> "Run game setup..... but, I still have black screens when I RUN game; and also black screen when I am in EDIT ROOM.
I am able to IMPORT NEW BACKGROUNDS fine, and then set Edges, Walkable Areas, Walk-behinds. But, if I RUN...the windowed is black. And after saving the room, and then come back to it -it is black!!


Crimson Wizard

#12
To be honest, that's one of the weirdest errors in AGS I ever heard...

It sounds like graphic data does not save properly to the room file.

Wait a second....
How do you import background? can you tell your steps?

Can it be you choose "Import new background" in the dropdown list?

Kurtis

Yes Wizard! That is how I import backgrounds.....that is the way you are supposed to do it!???

Crimson Wizard

#14
Quote from: Kurtis on Wed 04/07/2012 21:14:32
Yes Wizard! That is how I import backgrounds.....that is the way you are supposed to do it!???

Hahaha! :) It is all clear then.

You see, there can be 5 backgrounds for the room. They are switched by that list. You import SECOND background. But when the game starts the FIRST one is active.
To change first (primary) background you should select "Main background" in the list and click "Change" button.

I agree that may be a bit confusing if you are making your first game.

I guess we should remember this and add some comments to tutorial to prevent this problem in the future.

Kurtis

I just figured that out...after your message, and my reply; I tried CHANGE instead of IMPORT.....my black screens are gone. lol

Wow! Thanks.

Can I ask? What is " <Import New Background"  used for, then?

Crimson Wizard

Quote from: Kurtis on Wed 04/07/2012 21:28:17
Can I ask? What is " <Import New Background"  used for, then?

Well, as I said, there may be up to 5 background pictures for the room. They are used to make background room animation. If you want to animate lots of objects at once this may be better choice than create many objects and animate them altogether.

Or, if you want room pic change over time for any other reason. Like changing day  and night, etc.

Kurtis

But, when I use <Import New Background... I get that black screen effect! Will I be able to use the <Import New Background function in the future??

Crimson Wizard

#18
Quote from: Kurtis on Wed 04/07/2012 21:43:25
But, when I use <Import New Background... I get that black screen effect! Will I be able to use the <Import New Background function in the future??
I'll try to elaborate.
By using "import new background" you import NEXT background picture, and the editor switches to it. What you see now - is the SECOND background picture. In the editor you can switch between first and second backgrounds by choosing them in that drop-down list; you can also CHANGE any of them if you want. You can also add more backgrounds (up to 5).

However, when game starts, by default it starts with FIRST background. That's why you were getting black screen: you imported SECOND background, but the FIRST one was left black.
If you want to set active background during game, you should use script command:
Code: ags

SetBackgroundFrame (frame_number);

For example, if you want to start with SECOND background active, put this into GlobalScript's function game_start:
Code: ags

function game_start() {

   SetBackgroundFrame(1);

Backgrounds are enumerated from 0 to 4 (that's total five: 0,1,2,3,4).

If you want them animate (i.e. cycle over time):
Code: ags

function game_start() {

   SetBackgroundFrame(-1);

Kurtis

Oh! I understand. I am going to save your message...as part of my Manual. Thanks very much for your help.
I was getting very frustrated with these problems! And they were simply fixed.


Kurt

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