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Messages - m0rph84

#1
P.S

Dropbox link seems down
#2
Cool,
probably I'll try it...see you in 5 hours.
#3
I'm testing it with my current game, installed the dark theme and running it on Win 10 64bit.
So far so good!
#4
Oh ok no, due to my situation I don't think I'll need a bed.
Thanks!
#5
Quote
However, I will warn you that both options we're looking at say no children under 2 are allowed on site (for safety reasons).  If you wanted, you could probably work out some way of doing it though.  You visit us during the day, then go home to your family at night, or you stay with us and visit them every day or two.  Whatever you feel comfortable with!  Of course, if you didn't sleep at the house you wouldn't need to pay a full share of the costs.

Sounds good! I saw you booked from 15-22 September.
Let me know how I have to pay my share and how much I have to pay if I do not sleep there.

Thanks!
#6
Count me in!
I live in Boston! September is a great month, fall foliage is amazing here.

Never went to a Mittens before. How the housing works? I have an apartment here so I can return home at night.
Is this doable? The problem is that I have a wife and a 1-month-old baby that will be around 9-month-old in September...
#7
Holding my breath for it 8-)
#8

I was waiting for the Alt-tabbing fix!
Thanks! ;-D
#9
 :cheesy:

True, but in my case I'm working on a small project and the inventory will have only 4 item max...  :=
#10
Thank you very much, it worked!

I'll also try the other solution, you meant to set to true this General settings voice?

Override built-in inventory window click handling
#11
Hello,
I'm trying to close the inventory after an inventory item has been selected.
This is my left click function:

Code: ags

 function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    if (cRicca.ActiveInventory!=null)
    {
      ProcessClickSpecial(mouse.x, mouse.y, eModeUseinv, eModeWalkto);
      gInventory.Visible = false;
    }
    else ProcessClickSpecial(mouse.x, mouse.y, eModeInteract, eModeWalkto);
    gInventory.Visible = false;
    //Room.ProcessClick(mouse.x, mouse.y, mouse.Mode );
  } 


I think the problem is that once the left click happen there is no item selected until the next game loop.
In fact a second left click, after the item has been selected, close the inventory.
The problem is that I don't know how to fix that ???

I also tried something like this in repeatedly_execute_always()

Code: ags

if(mouse.click(emouseleft) == true && cRicca.ActiveInventory != null)
{
    gInventory.visible = false;
}


But it crashes badly the games few seconds after launch(as I thought)

Thanks in advance.
#12
Ok, not a problem at all.

Thanks again!
#13

Thank you very much!
#14
Hello,
someone could tell me what's wrong with this Switch statement/call function:

Code: ags


function bad_Inventory_use(String objcase)
{

  switch(objcase)
  {
    case "cloud":
        .... //do something
        break;

    case "sun":
        ...... //do something
        break;

    default:
       ..... //do something else
  }


and I call it with:

Code: ags


function oCloud_UseInv()
{
  bad_Inventory_use("cloud");
}



but it always execute the default case....I tried to put a Display("%s",objcase) in the default case
to check the value of objcase and it returns "cloud" as it should be.

#15
I make other tests.
It seems that every action that could trigger a wait() or a blocking action
slightly before sharkfin reaches one of the 2 edges (before the flip), makes sharkfin object
to stop moving forever even if the function is inside room_RepExec()

I also put a check to see if sharkfin obj reaches is final destination after a wait and it seem so:

Code: ags

function room_AfterFadeIn()
{
  oSharkfin.TweenPosition(10.0,470, 347, eEaseLinearTween,  eNoBlock);//sharkfin start moving to the left
  cRicca.Walk(356, 584, eBlock); //My character walks in
  Wait(300); //I put a wait that is still active when sharfin reaches X=470
  Display("X = %d",oSharkfin.X);
}


and it display 470, so it should trigger the if statement in the RepExec() function, but this doesn't happen.

Code: ags

function room_RepExec()
{
   if (oSharkfin.X == 870) 
  {
    oSharkfin.Graphic = 6;
    oSharkfin.TweenPosition(10.0, 470, 347, eEaseLinearTween, eNoBlock); //Right(X=870) to left(X=470)
  }
  else if (oSharkfin.X == 470) 
  {
    //oSharkfin.StopTweenPosition();
    oSharkfin.Graphic = 82;
    oSharkfin.TweenPosition(10.0, 870, 347, eEaseLinearTween, eNoBlock); //Left(X=470) to Right(X=870)
  }
}

#16

And I just realize something more.
I have uncommented a portion of code in room_afterFadeIn()(that I commented to test sharkfin movement more rapidly) that contains
some wait() and now again the shark fin stop once reached right-left the first time....
#17
I make it works but I have no idea why is working...make no sense to me :grin:
This below is the working version:

Code: ags

function room_Load()
{
  ...
  ......
  oSharkfin.TweenPosition(10.0,470, 347, eEaseLinearTween,  eNoBlock); //Right(X=870) to left(X=470) first time.
}

function room_RepExec()
{
   if (oSharkfin.X == 869) 
  {
    oSharkfin.Graphic = 6;
    oSharkfin.TweenPosition(10.0, 470, 347, eEaseLinearTween, eNoBlock); //Right(X=870) to left(X=470)
  }
  else if (oSharkfin.X == 471) 
  {
    //oSharkfin.StopTweenPosition();
    oSharkfin.Graphic = 82;
    oSharkfin.TweenPosition(10.0, 870, 347, eEaseLinearTween, eNoBlock); //Left(X=470) to Right(X=870)
  }
}


For some obscure reason(to me) if I set 869 (instead of 870) and 471 instead of (470)
all work. If I set the exact value of X in one or both places it stops works right away(after the first move right to left) or
after a couple of loop(depending which X I modified).

I don't know what to say...???
#18
Thanks, now I solved the tween number error.
I have the Tween module 2.1.0

I'm almost there but something is still wrong....I tried what you suggest:

Code: ags

function room_Load()
{
    ..
    ....
    oSharkfin.TweenPosition(10.0,470, 347, eEaseLinearTween,  eNoBlock);
}


and

Code: ags

function room_RepExec()
{
  //right to left
  if (oSharkfin.X == 840) {
    oSharkfin.Graphic = 6;
    oSharkfin.TweenPosition(10.0, 470, 347, eEaseLinearTween, eNoBlock);
  }
  //left to right
  else if (oSharkfin.X == 470) {
    oSharkfin.Graphic = 82;
    oSharkfin.TweenPosition(10.0, 870, 347, eEaseLinearTween, eNoBlock);
  }
}


The problem is in the else if;
The code execute for the right to left case but not vice versa .
The strange thing is that it execute oSharkfin.Graphic = 82 and flip the image but then until I interact with something
the oSharkfin.TweenPosition function isn't processed.

I really have no clue...

#19
I tried this:

Code: ags


function room_AfterFadeIn()
{
    oSharkfin.TweenPosition(10.0,470, 347, eDirectionLeft, eOnce);
}

function room_RepExec()
{
  if (oSharkfin.X == 830) {
    oSharkfin.StopTweenPosition();
    oSharkfin.Graphic = 6;
    oSharkfin.TweenPosition(10.0, 470, 347, eDirectionRight, eOnce);
  }
  else if (oSharkfin.X == 470) {
    oSharkfin.StopTweenPosition();
    oSharkfin.Graphic = 82;
    oSharkfin.TweenPosition(10.0, 870, 347, eDirectionLeft, eOnce);
  }
 
}


It works but I still have the same problem, the oSharkfin.TweenPosition() inside the 2 if are triggered(move) only if
I interact with the PC on a object or if he do another action like talk...
#20
Thank you for your explanation.

I tried the code you propose, but is not working, the sharkfin arrive to x1,y1, flip side and
after a little while I got an error from Tween module saying:

"Cannot create a new tween because Tween module is currently playing 64 tweens which is the maxmimu"

I think this is due to the number of time RepExec() is called.
I really can't figure out how to implement control over Tween moving function for object I want move around
for all the time the player is in the current room...

Maybe I need to play with setTimer() and IsTimerExpired() ?
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