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Messages - Rhye

#1
Thanks for the great explanation, Crimson Wizard.
I am creating a non-adventure cyberpunk game. However, the gameplay base consists basically on draggable GUI's and text, so readability is essential.
I'm having a bad time on many aspects of the game development. :( AGS is an amazing engine, but I think its limitations for non-adventure games won't let me complete my first game in it.
I sincerely hope to publish a game here some day, though. :)
#2
Maybe something like this?

Code: ags
//RepExec
{
  Hotspot *MouseOver;
  MouseOver=Hotspot.GetAtScreenXY(mouse.x, mouse.y);
if(MouseOver.ID!=0)
  //GraphicOver
  else
  //GraphicNotOver
}
#3
Quick question, will my game (which is being made at 1366x768) run on different PC resolutions (like 1024x768 or 1920àâ€"1080) properly? I mean, with readable text? I'm mainly concerned about lower resolutions.

AGS 3.4.0.3 beta.
#4
Never underestimate dummies... ;)
I'm sure I can reach the same effect with them, thank you monkey_05_06.
As for the object array, they have been used to reference objects by a script module.
#5
I have a clock which consists of an animated object with 840 frames.

What I want to do: move from Room 1 to Room 2, keeping the same clock time (frame).

What I have tried:

Room 1: (at Room Leave)
Code: ags

 int c;
 for(c = 1; c < 840; c++){
    if(object[12].Frame==c){
    clockpos[c]=object[12].Frame;
    }
  }


Room 2: (at Room Load / After Fade In)
Code: ags

    int c;
    for(c = 1; c < 840; c++){
      if(clockpos[c]!=0){
      object[12].SetView(3, 0, clockpos[c]);
      object[12].Animate(0, 0, eRepeat, eNoBlock, eForwards);
      }
    }


What I get: the clock loop starts from the first frame after changing the room.
I appreciate any suggestions.
#6
Quote from: monkey_05_06 on Thu 29/01/2015 13:48:35
UPDATE on broken USER.ico

I have been tracing this back in the code and all of the paths passed on from BuildTargetWindows to the NativeProxy are correct. The problem is that the native code is not returning an error message, which is to say that even with full, absolute paths (which I have tested as a possible fix), UpdateResource is returning true, indicating success.

For what it's worth, the code in BuildTargetWindows.UpdateWindowsEXE has not changed, nor has the native ReplaceIconFromFile function. This will require further investigation to determine why the main EXE is failing to have its icon updated.
Thank you for the explanation, monkey_05_06.
I'll be waiting for a fix, then. :)
#7
Could anyone please check if the icons are properly working with this AGS version? Actually setup.ico is working just fine, but USER.ico isn't. (it displays the default blue cup icon)
What I have tried:

*setup.ico=USER.ico

360mb exe on AGS 3.4.0.3 + setup.ico + USER.ico = Only setup.ico is shown.
5mb exe on AGS 3.4.0.3 + setup.ico + USER.ico = Only setup.ico is shown.
360 and 5mb exe on AGS 3.3.2 + setup.ico + USER.ico = Both icons are shown.

And I tried doing this with different images, sizes, converters and projects.

---

Second problem: splitting exe into resource packs always generates 2 files with constant sizes, ignoring my input.
Some real examples on AGS 3.4.0.3:
*.exe size without splitting: 360mb
Input: 10mb - .exe=9mb - .001=355mb - .002=4mb
Input: 50mb - .exe=9mb - .001=355mb - .002=4mb
Input: 200mb - .exe=9mb - .001=355mb - .002=4mb

And the same problem occurs with another projects:
*exe size without splitting: 132mb
Input X-mb - always: .exe=2.5mb - .001=130mb - 002=22kb

And using AGS 3.3.2, the same.

*I'm using Windows 7.

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