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Messages - hiram

#1
I don't see any checkbox in the top bar.I checked under the edit menu end in the brushes options.
I looked in Photoshop's help and didn't  find references on how to turn
off the anti-aliasing mode of the brush tool.
#2
I should've checked, thanks.

RTFM ::)
#3
Critics' Lounge / White spots around graphics
Wed 09/02/2005 21:51:48
 :o

I have a stupid problem, I do all my graphiv artwork in Photoshop
and the problem is all the images end up with white portions
around them and elsewere in the image.

Am I using the wrong brush?
So, I end up with a white line all around my bird character, for example.
I use black as the color, I don't understand why the brush leaves
a white trail too.

Can anybody help, I don't know if thi is the right place to ask but I'm
sure some of you know what to do.
#4
Hi!Ã,  ;D

How do I get , for example, 3 inventory items to be used together and to form another item?
And they would have to disappear from the inventory. when all three form a new item.
Also, the order in which to use them on each other shouldn't matter.

So, if I use item number 3 and 1, and then use that with 2 it should produce the sam result
as new item=(item2+item1)+item3 and so on...

#5
I just found this:
http://csl.sourceforge.net/

So is this C scripting language the same as AGS's
scripting language? Or are they 2 completely different
things?
#6
First of all, sorry about the big pic in my sig, I took care of that.

Second, thanks for all the tips, I managed to figure out with your help
how to properly animate my characters and objects without stopping
the animation.  ;D

I was wondering, I saw somewhere in a tutorial or on this site that AGS's
scripting language is a C-style scripting language.  So I did a google search
and found a "c script" that is used in another game making engine.

Is AGS's scripting language similar to C/C++? Would I benefit if I studied
some books on C/C++?

Because there aren't a lot of tutorials on AGS scripting, I found just a few, and
I would like to go in depth of its syntax and rules, I'm very interested.
#7
I didn't manage to find any reference to a repeatedly execute always function.

As for the other solution, I tried putting AnimateChatacter at the end of the
room script but when compiling I got an error "Parse error: Unexpected SetCharacterView"

The code looks like this:
Code: ags

// room script file
int LightOn = 0;



#sectionstart object1_a  // DO NOT EDIT OR REMOVE THIS LINE
function object1_a() {
  // script for object1: Use inventory on object
AddInventory(2);  
}
#sectionend object1_a  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
  // script for hotspot1: Interact hotspot

if (LightOn == 1) { // if light is turned on
  LightOn = 0; // turn light off
  SetBackgroundFrame(0); // display unlit room background
}
else { // if light is turned off
  LightOn = 1; // turn light on
  SetBackgroundFrame(1); // display lit room background
}
}
#sectionend hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for room: Player enters screen (before fadein)
if (LightOn == 1) // if light is turned on
  SetBackgroundFrame(1); // display lit room background
else // if light is turned off
  SetBackgroundFrame(0); // display unlit room background  
}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE

SetCharacterView(TICA, 2);
AnimateCharacter(TICA, 0, 0, 1);
#8
Now that the lamp is working I can't figure out why the objects and characters
stop being animated when the player moves to pick up something or use
something.

For example, I set up an interaction with a lamp and a MoveCharacter before so
that the player has to actually walk over to the lamp, but while he is walking
everything else stops animating.

I checked in the manual for various versions of the MoveCharacter function
but they all seem to be blocking and when they run they stop all the
other scripts.

How does one retain the animating characters in the background?
#10
I am much obliged, I will try this as soon as I come back home from work.
#11
Well, I got it partially working. In the rooms interaction under when player first enters screen
to run a script with just SetBackgroundFrame(0); 
Then in the lamps' Interaction I entered a new script

int LightOn = 0;
if (LightOn == 1)
   LightOn = 0;
else
   LightOn = 1;
if (LightOn == 1)
    SetBackgroundFrame (1);
else
   SetBackgroundFrame (0);

So,  now the character can turn on the lamp but when I try to use it again it stays lit.
How do I make the lamp go on and off?
Also why do use an if statement to reverse the value of LightOn?

if (LightOn == 1)
   LightOn = 0;
else
   LightOn = 1;

If at the beginning of the script LightOn = 0 and then the if statement converts it
to 1, doesn't than LightOn remain 1 forever?
What am I doing wrong this time?
#12
This question is a little smarter than the last one, I didn't find the answer in the FAQ.
I used the AGS help as a reference.

I can't quite figure out how to replace a background image. I have a lamp
in my room and when the character uses it I want to change the backgound image
to a one that has lightning effects which I added in Photoshop.

I created a new room and in the properties of the lamp's hotspot in the
first room I set up that when the player uses the lamp the character is
placed in the new room with the lightning effects. This is bad as I found
afterwards because I have to create duplicate objects and keep track of
them in both rooms which I don't know how to do.

I read in the scripting help file that SetBackgroundFrame can be used to
lock a certain image in the background animation. It also said that the lock
will be reset when the player exits the room. i don't want it to be reset, I want
the image to stay untill the player turns off the lamp and then the old
background is restored.

Should I make a variable that keeps track of the state of the lamp(on or off)
and changes the background image accordingly.

Something like this:

if light==1
      SetBackgroundFrame(1)
else
      SetBackgroundFrame(2)

But, then the frame lock would be released if player exits the room.
How can this be done?
#13
Sorry, my bad I should have checked the FAQ. I didn't think something like that would be there.
Will check it first nex time.
#14
Well, I have a stupid problem. I was modifiyng a rooms background and when
I imported the file AGS said that the resolution is different and that all other
rooms have to be resized. even though the file I imported was 640x480 as
all the others. ???

After that a grey bar appeared on the top of my game, so the screen looks like this

xxxxxxxxxxxxxxx
Here
is
the game

It wasn't there before, when I place the cursor in the upper corner the inventory
bar appears over this grey bar.
What the hell is it and how do I get rid of it?
#15
Well, I disabled sound and music and the editor still hangs.  It is as you said, strange that it worked for some time. Maybe reinstalling AGS will help.
I just remembered that the first time the editor froze it displayed a message that my graphic card
does not support 15bit resolution, although I have the game set up for 16bit and I didn't change the setting
at any point during the creation of the game.
It reported this message 2-3 times and then it would just freeze and report nothing.

Anyhoo, thanks for the advice you guys,
#16
Hi!

yesterday I started making a game for fun and I got the hang of AGS pretty quickly.
Then suddenl the Test Game option started making problems. When I press
Ctrl+T or choose it from the menu my game no longer starts, agsedit.exe freezes.
When I kill the agsedit.exe process the game eventually starts.

I tried starting the game with its own .exe file, it works perfectly. I tried loading different games in the AGS editor and running the Test Game option but no matter
what game I try to test, the editor freezes.

I don't understand what happened, I could test the game just fine for 20-30 times
and then all of a sudden it no longer worked. I tried restarting Windows but to no avail.

Does anyone know what could be the problem?
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