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Messages - migrator

#1
Great!!

Thanks, it works perfect!!
#2
It is possible to play a video just after loading a game?

I want to play a video summary just after the <<Continue>> option of the mainscreen. This option loads the last saved slot and shows something like <<Previously...>> and depending on the situation of the game a video is played. After this video the game continues normally.

It is possible to take the control after loading a game?

Thanks.
#3
But if instead an ogv vídeo i play an avi in the room_Load it plays fine.
It is not a big problem, but if I could play the video in ogv in the room_Load, the way an avi does, it would save me one room more.
#4
Thanks.
If i put the PlayVideo() in the room_Load() the game shows a blank screen and freezes, but if the Code is in the AfterFadeIn() it works perfect.

Thanks!!
#5
Hi!

I have a splash video in ogg format (Theora video codec and vorvis audio codec). VCL plays it well, but AGS shows a blank screen if i try to play it in room_Load() and reports an error in AfterFadeIn(): Video playing error: File not found or format not supported.
I'm sure Ags fonud the video because if it plays the same video, in the same folder, in avi format. The only possible reason would be the video format.

It is there in AGS any special configuration for ogg/ogv video files to be played?

Thanks
#6
Thanks Crimson Wizard, it works fine.

And, this way, it's possible to optimize all the Sliders changes in only one function.

#7
Hi! I'm wrote a custom save/load routine with screenshots. I use a slider to move it up and down but, now, I want to be able to use the mouse wheel too.

I wrote this little code to check the funcionality.

GUIControl *pgcOverGUIControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
   //If there's a GUI control
   if (pgcOverGUIControl != null){
      //Check if a Slider
      Slider *pslSlider = pgcOverGUIControl.AsSlider;
      if (pslSlider != null){
         //If a Slider, Check if the mousewheel was used.
         if (button == eMouseWheelSouth){
            pslSlider.Value --;
         } else if (button == eMouseWheelNorth){
            pslSlider.Value ++;
         }
      }
   }

Now the Slider changes with the mousewheel, but that change don't runs the OnChange event of the Slider.

What I have to do to make the OnChange event of the Slider will be launched?

Thanks
#8
Now I have more doubts than I had at the beginning of this topic.

I really understand what my partner means, but I do not want a gui that only serves to difficult the progress, I want a gui that suits the needs of the game. The gui is a tool and has to be there to serve the player who does not have to notice about it.

I have two options: to leave the two buttons or to rethink the gui so that the game does not "think" for the player, to give him more freedom but without being uncomfortable, which is what most think of verb coin.

Difficult task I have ahead.

Thank you all for this very interesting conversation.
#9
What a debate!!

The two buttons UI i coded and seems my artist partner do not likes was an object-sensitive like one.
With the RMB you always «look at» and with LMB you always walk. But, when over a hotspot/object/character the cursor automatically changes to the action you can perform over it (take/examine/talk/interact) just in that moment. Some time you can examine an item and later the action you perform could be to take it.

This is what my main artist doesn't like. He prefers an interface that offers the player several actions to choose instead of being the game the one who do it. He wants to give the player rhe option to be wrong.
#10
Thanks everybody,

I will continue with my two buttons UI with the posibility to extend it if necessary, as Crimson Wizard said,

All the adventure plot is designed for a two buttons UI then, why change it for one that most players do not like?

Thanks a lot.
#11
Hi everyone,

I know it is a common question, but i started to write all the basic routines (cursor changes and sprites, hotspot manageing, custom save/load, and so on) for a game based on a two buttons interface, but now, when i have  the main part of the work done, the main artist suggests me to use a verb coin interface instead. 'The two buttons is so easy and not inmersive, a guided trip without the freedom to experiment', he said.

The game is a classic adventure about story-based quest with a great central puzzle that encompasses it completely. A mixture between Broken Sword and Gabriel Knight 3.

I always thought it is necessary to eliminate superfluous verbs but i could addapt the script to a verb coin with 5 or 6 verbs.

What interface do you feel could be better for than kind of game?

I am open to any suggestion that help me to decide.

Thanks.
#12
Hi everyone!

I have some questions about the savegames functions.

If I need to know the total number of savegames that have been made, ¿is there a way to know it?
Well lets suppose y know it. If i need, How i could to retrieve the description of each one? And order it by date from recent to older?

The only way, i think, is loading it in an invisible listbox with FillSaveGameList anc accessing to any of its items ¿isn't it?

Thanks
#13
Hi everyone.
I'm new to Ags an reading here and there i can't solve a problem i have.

First to say, my english is not so good as i wish, but i'll try to explain the problem.

I want to control the change of the mouse pointer depending on various factors (if a object, a hotspot, if is possible to interact with, grab it or only look at it).
Then i write a Hotspot event that calls a function. That function reads a custom Hotspot Property and depending on it changes the mouse pointer.

Well. The problem is: How is possible to know the hotspot that calls the function? Then, how i retrieve the property from that Hotspot?

If this way is the wrong way to do what i want, anyone knows another way to do it?

Thanks

**SOLVED** I use a pointer to storage the Hotspot in the mouse coordinates. Simple, but It's my second day with the AGS scripting.
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