AGS v2.62 Final available for testing

Started by Pumaman, Sun 18/07/2004 21:35:34

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Goldmund

Pumaman: I understand. I will test it and report how it works, but now I'm on dialup since my IP had all their switches stolen from the building, so it'd have to wait a few days...  :-\

Edwin Xie

Yet again, you give out another beta to test. I'm going to be very interested to read the first post again.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

Bernie

Thanks for fixing the Bubble GUI! :)

About the character[].inv[] variable possibly becoming read only... I've found accessing the item count directly very useful - especially for RPGs. For example, it could be used to keep track of NPC character stats, and so on. In my current game, I'm using inventory items to store certain character positions for later retrieval.

If you make that variable read only, AGS may become slightly less customizable and less handy for different kinds of games, and we'd have to use features that aren't officially supported (arrays) instead. Please reconsider.

Kinoko

This is the first beta I've used so far, and so just let me say thankyou for fixing the transperency problem with text windows ^_^ Works beautifully now!

Is that message that appears when you first test a game new? Or has it just been too long since I first saw it...

Dusk

Quote from: Pumaman on Sun 18/07/2004 21:35:34

* Added option for objects to use region tint and light levels, and an option for objects to use walkable area scaling.


Wonderful!

Quote
* Added AddInventoryToCharacter, NewRoomNPC, RemoveInventoryFromCharacter.

Good, I did them myself but it's always better to have engine functions.
Just a quick note: why RemoveInventoryFromCharacter and not LoseInventoryFromCharacter?
Sounds bad in English? By the way, not important, I think I'll keep my functions  AddInventoryOfCharacter and LoseInventoryOfCharacter as one-line wrappers of your ones, to avoid substituting the calls in all the scripts :)

D.

Pumaman

QuoteAbout the character[].inv[] variable possibly becoming read only... I've found accessing the item count directly very useful - especially for RPGs. For example, it could be used to keep track of NPC character stats, and so on. In my current game, I'm using inventory items to store certain character positions for later retrieval.

The reasoning for this change is so that the inventory item order can be tracked for all characters, not just the player character. This is in order to allow a fix for an issue with multiple player characters, where switching characters resets the inventory order.

However, I see where you're coming from so I think when the time comes, I'll have it as an option and not make the variable read-only.

QuoteIs that message that appears when you first test a game new? Or has it just been too long since I first saw it...

It was added in one of the betas, yeah. It pops up the first time you test a game, just to explain the known bug to try to cut down on the number of people reporting it here.

Quote* Added option for objects to use region tint and light levels, and an option for objects to use walkable area scaling.

In terms of this feature, I'm aware that there is a problem with the hit-testing on scaled objects at the moment (ie. their 'hotspot' is the size of the normal object, not the scaled one). This will be fixed for the next beta.

QuoteJust a quick note: why RemoveInventoryFromCharacter and not LoseInventoryFromCharacter?

Hehe well spotted, that's a typo in my post -- I'll correct it. In the software it is indeed called LoseInventoryFromCharacter.

Gregjazz

Wow. A new version already. I need to keep up with the updates!

Edwin Xie

Seems nice right now. I am going to test this out using instagame resources and try to use every feature you got.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

Vel

There seems to be a bug with animating objects:
I have

SetObjectView(1, 11);
AnimateObject(1,0,2, 1);

I am sure that the loop and the view exist, but the object does not animate - it just stays still at the first frame.

Gilbert

#69
Hmmm are you sure that the animation won't run, not something afterwards that stopped it? Try adding some Wait()s after the AnimateObject() line to check if it indeed was not animating (as AnimateObject() was not blocking).

EDIT: Just tried similar codes and it worked, can you upload files that exhibit this problem?

Vel

What may have caused this is that there is a GUI in front of it >_<
However, how can I fix that?

Gilbert

Was the GUI set to popul-modal?
In that case just change it to some other mode.

Vel


Radiant


JudasFm

This is fantastic; I especially love the AddInventoryToCharacter interaction.  The game I'm working on now has a 'party' where you can switch between more than one character and I was pretty much bursting my brains trying to work out a nice, simple way of sorting the separate inventories.  Thanks ;D

Bernie

QuoteHowever, I see where you're coming from so I think when the time comes, I'll have it as an option and not make the variable read-only.

Great, thanks! :D
By the way, in the recent beta, when using DisplayThought on a character not in the current room, the text box won't be centered and appears to the left.

Gilbert

Quote from: Pumaman on Sun 12/09/2004 12:25:06
However, I see where you're coming from so I think when the time comes, I'll have it as an option and not make the variable read-only.
BTW, maybe we can have instead one extra function:
SetInventoryQuantity(char, inv, num)
to handle this?
This way, you don't need to make it confusing by adding an option to it.

Bernie

#77
Oi, found another small thing... when you switch to an idle view (for example on keypress), it sometimes takes quite long (well, 1-2 seconds at a frame rate of 30) for it to kick in with delay 0. This happens only when the character stands, though. Also, it works fine afterwards, happens only when setting it.

However, if you activate the idle view just before the character stops walking, it starts immediately.

Hmm... not sure if this is important enough an issue to post about it, you be the judge. :)

EDIT - I managed to fix it up by setting it to the first frame of the idle view and releasing it before setting the idle view. That probably means it's related to animation delays, maybe it waits for the current frame delay to finish, or something.

EDIT 2 - Another one - when doing custom scrolling in rep_ex_always, the displayed Lucas Arts Style Text can go beyond the screen edges when the game is blocked.

Pumaman

QuoteOi, found another small thing... when you switch to an idle view (for example on keypress), it sometimes takes quite long (well, 1-2 seconds at a frame rate of 30) for it to kick in with delay 0. This happens only when the character stands, though. Also, it works fine afterwards, happens only when setting it.

I'll look into this, I think I know why it's happening.

QuoteEDIT 2 - Another one - when doing custom scrolling in rep_ex_always, the displayed Lucas Arts Style Text can go beyond the screen edges when the game is blocked.

I'm not sure that this is a bug, really... if the character is gradually scrolled off the screen, so should their speech be.

Bernie

QuoteI'll look into this, I think I know why it's happening.

Great, thanks! :D

About the text thing - if the game isn't blocked, the text is being pushed along by the screen edges and is always completely readable (it does that with background speech, at least), so I figured that this would happen to normal text, too.

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