AGS 3.0 Final - it's been a long road

Started by Pumaman, Sun 10/06/2007 18:24:35

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Ishmael

Yeah, but if your scripts say cEgo? This is ofcource the scenario where you haven't used the player thingy. And I bet the renaming would confuse newcomers even more :P
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Rui 'Trovatore' Pires

If the scripts say cEgo, it's really dumb to start a new character. Better to edit cEgo and change his views, do a bit of interaction copy/paste and voilà . Making this mistake and having the hassle of revising the entire script is a warning that it's not the best way to accomplish it.

We can't really foresee what a newcomer will do, but it's likely they'll just go with the player keyword.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Ishmael

Well... yeah. But I still think it makes much more sense not to rename anything automatically. Just put a "Replace all" function in with the option to go through all scripts.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Gilbert

I'm with TK for this one actually. Auto-renaming is stupid and confusing for scripters, unless the engine uses interactive interface completely (like the old graphical script or interaction editor).

monkey0506

Okay, I get the point. It was just a thought. Currently we could just use Find->Copy->Paste, I was just curious if it might be possible to make an automated method of doing so (it wouldn't necessarily have to be automatic on changing the Character name; but if we could at least have a Find & Replace dialog that would simplify things).

Pgb

I dont know if this is worth anything but when I double clicked on the rooms to edit them this came up:

-------------------------------
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 2.8.0.9

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
----------------------------------------

Keep up the good work!

Cheers, G

lowesalex

Back to testing the beta,I am trying to create a walk-behind area like I used to use in 2.7,but the game seems to ignor it???
Or I did not understand how to use it(played with it before posting)or the methd of doing so is more complicated then it shoud be(painting an area ,setting the baselin,test game char dissapears behind the area).

Cheers :)

AJA

Not sure if something like this has been mentioned before (I'm too tired to go through all the posts) so...

I started making a test game with the new beta 9 using the empty game template. I imported my graphics and then modified the on_mouse_click script. At first the player character didn't move at all when he was supposed to walk (ProcessClick( mouse.x, mouse.y, eModeWalkto )), then the game started crashing whenever ProcessClick was called (with eModeWalkto, it worked fine with Interact and Lookat). I have no idea what I changed when it started crashing. Then I tried using player.Walk( ... ) and the results weren't much better:

Code: ags

// cPm is the player character,  cBartender is an NPC 
// Game crashes with the Windows error reporting dialog thing...

ProcessClick(mouse.x, mouse.y, eModeWalkto); /// DOESN'T WORK!
//cPm.Walk( mouse.x, mouse.y, eNoBlock, eWalkableAreas ); /// DOESN'T WORK!
//cPm.Walk( mouse.x, mouse.y, eBlock, eWalkableAreas ); /// DOESN'T WORK SOMETIMES!
//cBartender.Walk( mouse.x, mouse.y, eNoBlock, eAnywhere ); /// WORKS!



Here's the game: http://www.serpentpictures.net/TESTGAME.zip

Recluse

Awlright, here goes:


Code: ags
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 2.8.0.9

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at bitmap_color_depth(BITMAP* )
   at DrawSpriteToBuffer(Int32 sprNum, Int32 x, Int32 y, Int32 scaleFactor)
   at AGS.Native.NativeMethods.DrawSpriteToBuffer(Int32 sprNum, Int32 x, Int32 y, Int32 scaleFactor)
   at AGS.Editor.ObjectsEditorFilter.PaintToHDC(IntPtr hDC, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I flipped over to a loaded room tab after deleting a sprite an object used... and the room background was a white background with a red x...

If we could get some handling for the whole deleting sprites issue (present from 2.72) it'd be cool.
All your verbcoin are belong to us.

Recluse

I seem to have found some sort of odd feature, I'm curious as to it's function, and I've seen nothing in the help files about it... I found this completely by accident, whilst attempting to copy and paste.

When I'm coding in 2.8, and I type out CTRL-SHIFT-[LETTER], I get weird symbols:



I was wondering if anyone knew what these were and how to use them, or if they're remnants of some completely auxiliary system...
All your verbcoin are belong to us.

scotch

#290
These are the symbols that the text editing component AGS uses puts in for unprintable ascii characters. You can look up the actual values they correspond to: http://www.asciitable.com
They have no real purpose for ags scripting, unless you wanted to use them as control characters in a module perhaps.

Radiant

Quote from: Pumaman on Mon 03/09/2007 22:28:14
I like the idea of the help being inside the main window, but I'm not sure how difficult it would be to implement.

Actually, I like being able to alt-tab between the editor and the help page :)

Ishmael

Quote from: Radiant on Sun 09/09/2007 09:38:43
Quote from: Pumaman on Mon 03/09/2007 22:28:14
I like the idea of the help being inside the main window, but I'm not sure how difficult it would be to implement.

Actually, I like being able to alt-tab between the editor and the help page :)

Likewise.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Pgb

Quote from: Ishmael on Sun 09/09/2007 18:44:48
Quote from: Radiant on Sun 09/09/2007 09:38:43
Quote from: Pumaman on Mon 03/09/2007 22:28:14
I like the idea of the help being inside the main window, but I'm not sure how difficult it would be to implement.

Actually, I like being able to alt-tab between the editor and the help page :)

Likewise.

I use two monitors and its really nice to be able to have the help window open on one of them and ags on the other, so Im happy the way it is now :)

mchammer

I really like the new interface, but here is what happened when i was testing it:

I created new game called TestGame using empty template, then I created few GUIs and dialogs and quit whitout saving.
When I opened ags again there was, at recently edited games, three of my old games and a game called a NewGame. I thought the new game was the testgame i have created, so i opened it and it asked for backup copy, witch i didnt take.  But instead of opening test game, ags opened my main game (Now there is two of my main games at recently edited games + my old games). And now i dont have a backup copy of my main game  :(

Didnt bother to read all old posts so i dont know i its mentioned before.
My 40 bullets - An action/war game.

SSH

CJ, I deleted my old game by mistake. Please can you fix this bug in AGS...? :=
12

Ishmael

Quote from: mchammer on Mon 10/09/2007 07:12:10
When I opened ags again there was, at recently edited games, three of my old games and a game called a NewGame. I thought the new game was the testgame i have created, so i opened it and it asked for backup copy, witch i didnt take.  But instead of opening test game, ags opened my main game (Now there is two of my main games at recently edited games + my old games). And now i dont have a backup copy of my main game  :(

Didnt bother to read all old posts so i dont know i its mentioned before.

We went through this, but apparently it should be on a some sort of known issues list or something, that 2.8 doesn't read the 2.72 game names correctly due to format differences in the save files, and may indeed break stuff. But still, you're told to make a backup of your game before trying this release. That should be enough... :=
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Rui 'Trovatore' Pires

Arr. I copied out the entire folder of any game I wanted to try 2.8 on when it first came out.

Anyway, don't the newest betas ask you (and reccomend you to!) whether you want to backup your old 2.7 game, and even do it for you? Hmmm....
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

SSH

Perhaps AGS should just ignore users when they click "No" on the backup dialog?
12

mchammer

#299
Quote from: SSH on Mon 10/09/2007 08:03:38
CJ, I deleted my old game by mistake. Please can you fix this bug in AGS...? :=

Quote from: Ishmael on Mon 10/09/2007 12:06:09
But still, you're told to make a backup of your game before trying this release. That should be enough... :=

Quote from: SSH on Mon 10/09/2007 13:46:30
Perhaps AGS should just ignore users when they click "No" on the backup dialog?

Quote from: Rui "Trovatore" Pires on Mon 10/09/2007 12:08:30
Anyway, don't the newest betas ask you (and reccomend you to!) whether you want to backup your old 2.7 game, and even do it for you? Hmmm....

But i thought i was opening some unimportat testgame, that's why i didnt take backup.   :)
My 40 bullets - An action/war game.

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