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Messages - Let’s Get Cooking

#1
Quote from: heltenjon on Wed 28/05/2025 23:24:02
Quote from: Let's Get Cooking on Wed 28/05/2025 23:12:36It's working again, thank you.  I got an error screen so managed to add it twice... sorry!  I added images to one entry using edit, is there a way I can delete the other one?
I deleted it for you.

Thank you!
#2
It's working again, thank you.  I got an error screen so managed to add it twice... sorry!  I added images to one entry using edit, is there a way I can delete the other one?
#3
Hi, I am not able to upload my game to the database.  I tried a few times earlier this week, and just now on different computer.

"This page isn't working right now
www.adventuregamestudio.co.uk can't currently handle this request."

Please any ideas how I can proceed?
#4
ANOMALY RESOLUTION is a split-screen retro arcade shoot 'em up for 1 or 2 players made with AGS!

Compete across 8 levels in single player Challenge Mode.

See how long you can last in single player Survival Mode.

Challenge a friend in head-to-head 2 Player Mode.


Link: ANOMALY RESOLUTION on itch



#5
I believe it happened when I moved the directory to the OneDrive Documents folder (with intention to make available on my other computer) but when I reopened the project from that folder on the original system, all sprites were blacked out and the acsprset and backup were both reduced in file size.  I replaced acsprset with an earlier version saved locally and the then reimported any more recent sprites.

I did not learn the first time and did the same thing again and had same issue, so have now stopped using OneDrive.

I suppose it could be that I am interrupting the process somehow, just interesting that I had very similar experience to the problem described in the original post and they also mentioned OneDrive may have been used.  I am now avoiding it!

#6
I have had the same issue more than once recently. It definitely happens when saving to One Drive but also I think happened when I left ags running and computer went into sleep mode.

In my case I found the backup file was also corrupted so I reimported all sprites.
#7
Thank you very much!  I'll give this a bash when I have a chance later.
#8
Please can someone suggest best way to check if the string contains one of many words, and return the position?

I can use IndexOf to check if a user input string contains specific words, but it's quite cumbersome to set up multiple IndexOf and If's for each word I want to recognise.

I'm thinking if I could somehow have a numbered list of words, I could have a loop to check through until a match is found.  I don't think I can use the parser, as I want to also check for combinations of words in different categories eg. Subject - Verb - Noun

The script would search the input text to return the index of first word found from the Subject list, first from the verb, first from the noun.

Any suggestions gratefully recieved, thanks!

#9
Completed Game Announcements / Re: Providence
Tue 24/02/2015 21:23:37
I'm glad I finally got round to playing this game.  I really enjoyed the mysterious, melancholy atmosphere, and I'm still thinking about the ending...
#10
Great game, a unique mix of retro arcade action and adventure game. Definitely frustrating, but "just one more go"ish!

Also, I really like how the title screen evokes good old Spectrum/C64 cassette box art, sets the tone nicely.
#11
You could perhaps write a code which checks every half a second or so, and tells the character to start following again.

Create a new global variable int called counter, default value 0.

Then in the room script, something like this under the rooms repeatedly execute:

Code: ags

function room_RepExec() {
 counter ++; // increases the "counter" int every frame

 if (counter == 20){   
 cChar1.FollowCharacter(player,0,0);}  // cBaddy will start following again every 20 frames
 
 if (counter > 20){ 
 counter = 0;} // resets the counter to 0 after 20

#12
Drats! I cannot believe I missed that.

Thanks very much for pointing it out (and also for the more efficient way to write the code!)

Happy new year.
#13
Hi, I am trying to create a situation where an enemy (cTigerbad) touches any other character, that character will move to certain co-ordinates.

I thought I could add the below in the rep ex to check if the tiger is touching a character, assign the pointer "Charhit" to that character then make them move, but when the tiger does touch the character the game crashes due to null pointer on the last line.

Code: ags

 if (Character.GetAtScreenXY (cTigerbad.x, cTigerbad.y) != null){
 Character * Charhit =  Character.GetAtScreenXY (cTiger.x, cTiger.y);
 Charhit.Move (100, 180, eNoBlock, eAnywhere);}


I'm worried I may have completely misunderstood the use of the character pointer - any help would be appreciated!
#14
Thank you, makes sense now.
#15
Thanks very much for this, it's just what I needed and has sent me in the right direction for many other things!  For reasons I can't quite pin down right now, RunInteraction(eModeInteract) doesn't actually select the item, but if I assign the item to cEgo that gets around it (fully expect I have chosen the wrong mouse mode!)

Code: AGS
  if (keycode == eKeySpace)
  {
    InventoryItem *iat = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
    if (iat != null) cEgo.ActiveInventory = iat;
    // else { /* do whatever else for non-inventory items... */ }
  } 


#16
Hello

I am trying to find a method to allow keyboard control of an inventory window.

I currently have it so pressing Tab opens the inventory window and sets mouse cursor to eModeInteract.  In the repeatedly execute I have a small code to move the mouse cursor to a relative grid position on arrow press, and then the following code to click the button at that position when spacebar is pressed.

Code: AGS
if(IsKeyPressed (eKeySpace) == true){
  ProcessClick (mouse.x, mouse.y, eModeInteract);
}


This doesn't seem do anything.  Does anyone know if ProcessClick be used in this manner, or is there something else wrong?

Thank you!
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