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Messages - Dariago

#2
Hi All,
I have the following scenario:
I want to create a main menu (start game, load game, credits etc) as the first game page ("room").
Now, in case the game was successfully finished in the past, (not necessarily in this gaming instance. It can be whenever in the past) I want to add another options to the menu.
This means I need to keep this info outside the 'game scope'. right?
Do you have any ideas how to implement this?
For example - mainatin some file where I can change this parameter using some code in the AGS editor... Does AGS supports creating and updating files?

Thanks!
#3
Thank you both for your answers!
#4
Hi,
So here is my question:
I have a room with a locked door. the way to open the door is to insert some code to a panel.
Now,
The code panel is implemented by a GUI. all works fine with the panel - but when the player insert the right code I want the door to be opened automaticly.
How can I do that?
The panel GUI related script is in the Global Script and the door and its script (for example - animation of door being opened, the sound of it etc.) are in a room.
Is there a way to "tigger/messeage" some script code/function from the global script to a room?

(For now I have a work-around: If the code is right, I updated a global variable and the player now can "open" the door by interact event. but the door is not opened automaticly.)

Thanks!
#5
Thank for the clarification!
#6
you know what... when digging some more I do think there is a bug here.
The VolumeReductionWhileSpeechPlaying propery suppose to get the percentage points to reduce.
So for example if the music volume is 20 and the propery value for music is 25 - the music volume will be 15 while speech is playing.
(thats what I understand)
instead - I think it reduces the number from the music volume. so in our case - there will be no music when speech is playing.
is there a place where I can report this as possibile bug?

Thanks,
Dariago
#7
yes.. it seems so.
for example:
the Say() turn on the "hour glass" icon and as I said - turned off automaticly when voice speech is done.
the Display() does not turn on any hour glass icon....
#8
Hi
So here is some more info:
in the global script under btnVoice_OnClick function I am setting the SkipStyle to be eSkipTime in case the player choose "Voice Only".
and indeed when the character speaks - the game return to the normal run after the speech voice is done.
However - this does not work for Display(). in Display() after the speech voice is done - the game stays in "pause" untill you click on the mouse of keyboard.
#9
Hi,
Thanks for the info.
I am trying to be in a situation where if I choose Voice Only - i sould not wait for any key or mouse.
the game should return automaticly to its regular run when the time passed.
#10
Hi all,
I am using 3.4.3.
when playing a little bit with the "voice and text" / "text only" / "voice only" options during a gameplay I notice that when you choose "Voice Only" the game still waits for you to click on the mouse in order to get back to the game - even when the voice is over...
Its understandable why u need to click when there is a text box or text "Say" but when there is only voice - why is there a need to clck?
Does anyboday knows how to displable the need for a click when only voice is active?

Thanks,
Dariago.
#11
Indeed.
The script editor itself.
#12
Suppose I want to change some word or a sentence - I mark the word(s) I want to change (which highlight them in blue) and then write something else.
when doing so - the opposite words are being "highlighted" in blue. if I try to highlight the first word - the last word will be highlighted.
or even without marking, just put your cursor AFTER the FIRST word and write something - it will treat it as if you put your mouse BEFORE the LAST word.
again - all under the parameter "right to left" = true. (maybe it also happen when its not - I didnt tried to write in hebrew without this parameter equals to true)

I hope I explained it well...
#13
indeed.
and by the way - here is another weird thing. when I type a Hebrew sentence in the script, for example - as a parameter to Say() or Display() - all is written and display well.
BUT, when I tried to update the script by marking a word for example - it marked the opposite word from the end of the sentence....
(I hope I explained it well now..)
#14
Yes  I saw that and I thought its some kind of feature I don't understand... :tongue:
(I am relative new to this app...)
#15
I solved that!
the VolumeReductionWhileSpeechPlaying attribue under Audio->Music was not set properly!

Thanks to me :-)
#16
Hi All,
when using the speech mechanism during Display it stops my audio music (used as background music)
This is my code:
Code: ags

aBackgroundMusic.Play(); //plays the background music
game.narrator_speech=NARRATOR;
Display("&1 text for narrator introduction"); //display the message and plays the /speech/narr1.mp3 


so the Display() works fine with the speech file, but it stops the background music... :-(
Any idea how to prevent this and make the music go on in the background?

Thanks,
Dariago
#17
Thanks for the info + fix!
Any idea when this will be 'officially' available in the main download page of the application?
#18
Hi All,
I just download the new 3.5 version and opened my AGS project.
(my prevoius version was 3.4.3)
Since this is a project in Hebrew - it was marked as "Write game text Right to Left" = "True" in the general settings.
It is working fine in 3.4.3 - but for some reason it does not work on 3.5 (still shows the text left to tight)
even if I opened a new project and change this to "true" it does not work...
any idea if I missed something? or is it a bug?

Thanks,
Dariago
#19
I read and tried to contact some people who might know - with no success.
I installed ttftowfnsci - didn't help...

:sad:
#20
Hi Cassiebsg and Crimson Wizard!
Thanks for these resources. Some of them I already knew... Since I am not that of technical person I search some guidelines article. Something that will tell me "here is what u should do" instead of "here is what u should know".
Anyway I will go over the stuff u sent.

Thanks again!
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