AGS 2.56a RC1 available for testing

Started by Pumaman, Fri 08/08/2003 19:25:48

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Ginny

#20
All hail CJ!
It's amazing how commited you are! :)
Thanks for everything, and these esspeccially:

Quote* Added option for characters speed to be adjusted in line with their scaling level.
* Implemented multiple select for dragging and deleting sprites in the sprite manager.
* Added preliminary support for right-to-left text writing.

Great work!

Quote* Added extra "Blinking" view to draw an extra animation on top of the character's speech animation intermittently while they are talking. Currently Sierra-style speech only.
Great! Too bad it only works with Sierra style for now, but no matter :).

edit: Almost forgot to mention my favorite- Properties! :)
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

Gilbert

One thing that annoys me VERY much, can you provide another ZIP, non-setup version of it for download?

I don't really like the "installing" process, as it messed with registry, start menus and such, especially troublesome if one want to manage several different versions of AGS on the comp. at once.

Of course, I can install it, copy out the files, and then unstall it (which I'm actually doing), but it's still a bit annoying.

Necro

eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

if ((IsObjectOn(1) && (mouse.x >=180)) {
SetGameOption(OPT_WALKONLOOK,0);
} else {
SetGameOption(OPT_WALKONLOOK,1);
}

An object would be turned on and if that was the case he wouldn't walk to hotspots through the object , he would stay where he was and describe them.

Pumaman

#23
Quote from: Necro on Mon 11/08/2003 13:35:32
eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

Can you clarify what exactly doesn't work? The SetGameOption function hasn't changed in 2.56, what's the problem?


Gilbert: I'm probably going to have to do a 2.56 Refresh with a couple of bug fixes before it's official and gets uploaded to the site, so I'll make that a zip.

-

One words about the new version: GREAT! Just great! That was a really good work with very nice specials. The room transition styles are such coool.... I love them.

So, now a question by me: The last Version I used was AGS 2.53 beta 1 a before I downloaded this version.

So I know that it is possible to put a game which was mostly created with 2.53 b1a in the new version. But if I finish this old-version-created game with the new 2.56 - can there appear any bad mistakes in the game or is 2.56 good enough to avoid them?
Shortly asked: Can I update an old game in this new version without heistation?

cornjob

Tobias: Yes, you should be able to, but always keep a backup of your game folder along with the old version of ags, just in case something gets broken.

By the way, I'm also a strong advocate of zip instead of installer. Anyway, I feel bad complaining; it's just a pet peeve

scotch

I don't think a setup is needed either, if someone can't unzip a zip file then they aren't going to be able to use AGS..

This version has scaled walk speeds which I will be forever thankful for :)  Character movement is almost perfect now (except for seperate x and y speeds)
Looking forward to 2.57 ;D

Necro

Quote
Can you clarify what exactly doesn't work? The SetGameOption function hasn't changed in 2.56, what's the problem?


Ok, but I havent changed my code and the SetGame Option no longer functions.
I am as puzled as you are. All I am doing is changing a game option and the 2 if statments are definatly true because I tested them with debug info on screen.

I have triple checked it, I wouldn't of posted here otherwise...

Sorry chris  :'(

-

Quote from: cornjob on Tue 12/08/2003 00:46:02
Tobias: Yes, you should be able to, but always keep a backup of your game folder along with the old version of ags, just in case something gets broken.

That`s the cause I was asking... especially I would like to know it in one point:

Some people have noticed that I set some old games in a newer version (which was this old beta-version before) and that some player of my games had problems with a few errors in these games, which I didn`t get at my computer.

(Of course the error in SMA 2 which I have posted a few days before in this forum was self-cleared, the error didn`t appeared very much, how this player told me...)

Just to ask if such mistakes can appear on some computer-systems for example or should I able to see all of them by self-testing?

SSH

Quote from: Necro on Tue 12/08/2003 11:18:31
Ok, but I havent changed my code and the SetGame Option no longer functions.
I am as puzled as you are. All I am doing is changing a game option and the 2 if statments are definatly true because I tested them with debug info on screen.

It's not really my place to say (sorry if I'm offending anyone!), but maybe this will save some time:

Necro: you still haven't said which option you are trying to change! Have you tried changing other options? Why not post your code?
12

Necro

#30
Quote from: Necro on Mon 11/08/2003 13:35:32
eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

if ((IsObjectOn(1) && (mouse.x >=180)) {
SetGameOption(OPT_WALKONLOOK,0);
} else {
SetGameOption(OPT_WALKONLOOK,1);
}

An object would be turned on and if that was the case he wouldn't walk to hotspots through the object , he would stay where he was and describe them.

Yes I have said which option I wanted to turn on/off, As you can see from the code I supplied just a few posts up!! I have Walk to hotspots enabled, and I have the piece of script above to make it so I dont walk to hotspot to the right of an object if it is switched on. Do I really need to say these things so many times?

As for clarifying , when I say it doesnt work I mean it no longer changes the game option , it no longer switched walk to hotspots off or turn it back on, hence it doesnt work!

SSH

My bad, Necro... sorry I didn't read the whole of your post trail.  :-\

Here's my suggestion to try and make up for being an ass:

Can I suggest putting a Display("HERE");
inside the first part of the if, so you can see if the SetGameOption bit is even being called. This might also indicate if it is being called at an unexpected time. If you have already tried this: did the message display?
12

Necro

sok SSH, yeah tried that ssh , well I set a globalint in both sides of the if statment (0 in 1 side and 1 in the other) and display debug info in a status line and it changes like it supposed to so it IS executing the if statment ok , just not the SetGameOption command as above... I have PM'd chris with my source hope something can be found out... its dead wierd.

Necro

#33
OK no-one has replied to my last bug will they reply to this one?? who knows..

it now seems MoveObject isnt working either...

Quote
MoveObject(0,10,10,2);
while (IsObjectMoving(0)==1) Wait(1);

I made a new game and tried to move the blue cup from one side of the room to the other and its having none of it..

DGMacphee tested it also , didnt work for him either.

Pumaman

#34
Quote from: Necro on Mon 11/08/2003 13:35:32
eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

if ((IsObjectOn(1) && (mouse.x >=180)) {
SetGameOption(OPT_WALKONLOOK,0);
} else {
SetGameOption(OPT_WALKONLOOK,1);
}

Sorry it's taken me ages to reply, I'm really busy in real life at the moment.

Necro, the reason for your problems is that you have:

MoveCharacter(GetPlayerCharacter(),mouse.x,mouse.y);

in your on_mouse_click.
Thus it doesn't matter whether OPT_WALKONLOOK is enabled or not, he'll move anyway because of your script.

Quote
MoveObject(0,10,10,2);
while (IsObjectMoving(0)==1) Wait(1);

I just tried that and it worked without problems, are you sure the walkable areas are all set up for it to get there?

Necro

GRaagh , thanks , sometimes it just needs another pair of eyes to point out the obvious. I honestly thought I was going loopy.

As for the object I think so , lemmie check walkable areas... i wouldnt be surprised if there in lies the answer with my luck recently...

As for real life things? I just noticed that it exists , so I am now leaving for the pub.

laterz

Jimi

I can't for the life of me figure out what custom properties is, and how it works. I can't find anything in the manual either.

Pumaman

Good point Jimi, I forgot to document them.

That oversight is fixed as part of 2.56a, which is out now (see the first post of this thread).

evilspacefart

i unzipped the new version in its own folder, but when i try to make a new game with it, ags can't find the default template.  ??? has anyone else experienced this?

eVOLVE

Okay, little bug... with the regions light level thing. If you change the number in any region (lets use 1 as an example here though) then hit the up arrow to check out region 2, then go back to 1, it'll be your changed number. THEN if you go back up to 2 and back to 1 it'll have reverted to 100% again... strange, no?
James 'eVOLVE' Hamer-Morton

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