Problem with ags editor

Started by randypana, Sat 25/05/2013 18:34:58

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randypana

 Hello I will start game with ags 2.7 because the 3.2 does not put the option of Global Messages wanted to know if I have to do something to stop it then appears or where this thanks
I'm busy doing nothing ;)

selmiak

I'd use AGS 3.2.1 and ask how to do what you want to do in 3.2.1

Khris


randypana

I'm busy doing nothing ;)

Crimson Wizard

#4
randypana, AGS 3.2 does not have GlobalMessages, but it has other ways to display text messages on screen, such as "Display" script function and Textual Overlays.

If you could tell us what do you need GlobalMessages for, we may tell how you do that in AGS 3.2.

I do not think Global messages is a good reason to choose older version over new one.

monkey424

No..... don't do it!!!!!

Crimson Wizard is right. It can be done another way.

Try this:

Code: AGS
// MY MESSAGES

function my_message(int n) {
  
  if      (n==0) Display("You probably want to pick that up. Try the other mouse cursor that gets things.");
  else if (n==1) Display("Try looking closer.");
  else if (n==2) Display("It won't fit in you're inventory!");
  else if (n==3) Display("It's ungettable!");
  else if (n==4) Display("You can't do much with this.");
  
}


When I recently updated a game from 2.7 to 3.2, I built the above function to handle my 'GlobalMessages'.

E.g. if you want message 0, call my_message(0).
    

Khris

I suspect randypana has found an old tutorial or something like that.

It's annoying how crippling a high language barrier can be.

randypana

then if I wanted to put a global message to any inventory object in the ags 3.2.1 that would have to do?
I'm busy doing nothing ;)

Crimson Wizard

Guys (Calin, selmiak), this flooding begins to be really annoying.

Quote from: randypana on Sun 26/05/2013 01:59:02
then if I wanted to put a global message to any inventory object in the ags 3.2.1 that would have to do?
Can you please elaborate what do you mean?
Do you want to have something displayed if player uses inventory item on something? or looks on inventory item?
Or, do you want to have a message that appears as a default reaction to using inventory item?

Also, I read about Global messages, there was special message "displayed if player clicks Inventory but has no items". Is it what you need?

I must confess I never used Global messages, so I might be not guessing what is it about. Is there anyone who can help and give a tip?

Khris

Global messages were used in earlier versions in connection with the interaction editor. Instead of adding a script just to run a single Display command, you'd add a "display global message" action and specify the number, iirc.

randypana:
Every interaction is handled with a function. If you add the "look at" event to an inventory item or object, AGS creates a function. Then you put a Display command inside:
Code: ags
function oBox_LookAt() {
  Display("It's a wooden box.");
}


There's no need for global messages. Let me ask you directly: are you using some old tutorial?

randypana

Quote from: Khris on Sun 26/05/2013 12:48:27
Global messages were used in earlier versions in connection with the interaction editor. Instead of adding a script just to run a single Display command, you'd add a "display global message" action and specify the number, iirc.

randypana:
Every interaction is handled with a function. If you add the "look at" event to an inventory item or object, AGS creates a function. Then you put a Display command inside:
Code: ags
function oBox_LookAt() {
  Display("It's a wooden box.");
}


There's no need for global messages. Let me ask you directly: are you using some old tutorial?


I have not seen another tutorial, not where I saw a picture of a 3.1 ags that read like Global Messages (on the main screen) I thought it was an installation error but if you tell me that is normal then I will not worry, thanks

I'm busy doing nothing ;)

Crimson Wizard

#11
Actually the online AGS manual still has 2.72 tutorials. Might be people find them sometimes.

randypana, you may find newer tutorials in the manual that comes with 3.2 editor: Help -> Contents in the main menu, then check Tutorial -> Starting off page.

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