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Messages - Mel_O_Die

#1
Thank you!

I will do that for my next demo release :)

i hope that will fix that problem :=
#2
QuoteSeeing according to progress stats, it seem very close to it's completions.
absolutely not lol it's the progress stats of the demo only :D


QuoteThat happens because in the installer you have to set the WorkingDir of each shortcut. If you don't specify it the working dir is set to wherever the shortcut is, in this case, the desktop, so the game runs as if all files were in the desktop.
sorry i've been unavailable for a while, but i still don't understand the problem, can somebody helps me to solve it?
for info i use innosetup and i never seen the problem you're talking about on my computer, the setup just unpack the game files into a folder and create shortcuts. When i save a game, the savegames are created inside the installation folder and not on the desktop, weird...

thanks :)

#3
Quote from: Iv4n on Sat 30/12/2006 19:31:12
I don't understand why the demo sends my saves to the desktop?

do you use the installer?
did you install the demo on your desktop ?

i don't really understand the problem, normally ags put the saves automatically in the game's folder
#4
Thanks for these few comments!

Quote from: SteveMcCrea on Sat 16/12/2006 02:30:48
Pretty nice demo! Thanks!
I recommend having the translation worked on by a native English speaker though :=
I actually have a nice american girl who are working on the amelioration of the translation! i will update the demo when it's done :)
#5
i'm really happy to advertise you about that:

after almost 6 months of hard working on it, i'm pleased to present my first demo!
i hope it's even more! this is a "long" demo for a standard gamer, it's nearly an "episode" but i don't want to "episode" my game =^0^'=

i hope you'll enjoy it!

leave me all your comments to help me for improving my game!
- bug reports
- suggestions
- bad english translation
- and what do you want!


thanks for you all for support me and helping me in the technicals forums!
#6
Thanks for all your comments! the demo will be ready very soon! just some details to fix, finish the english translation and correct it :)

I updated the official website:
http://emma.roide.free.fr


- New font (the one i made for the game text)
- Some wallpapers
- New guestbook (you can leave english comments =^0^'=)


------------------------------------------------------------
edit on 14 december 2006:
- Website updated (again!)
- Emma is on Myspace now!
- Demo will be available on december 16 (estimation date)
------------------------------------------------------------

thanks again! see you soon for the release of the demo!!
#7
okay thanks a lot!!

i never used the global header  ::) ::)
but it seems to be great for me :)

so i also get my answer for the variable setting through interaction editor is impossible do to that an other way

thanks

(it really was a stupid question huhu  ;D)
#8
thankx khrismuc

sorry for my english, sometimes it's very hard to me for explain my problems :d

so i had to put an "export hour;" in the header of my room script, and it can be used and modified by getgraphicalvariable or setgraphicalvariable?

i'm a little lost cause of my old method :d
#9
so, all is in the title

i habitually declare variables in top of global script like:

int hour;
or
int hour=1;

but it's only works with code in the global script, i can't use them in rooms

so for each new variable i need in room (like, if the player have done a certain action, the "action" variable, will increase of one etc.)
i had to create it with the interaction editor/new action, select "variable is set to a certain value" and "edit variables" in the "change" button and finally create a new variable in that window
aw

so if you see what i mean, it's a very complicated method to do that, is there any easiest way in ags to do that? (i made some searches in the forum and in the notice but i found nothing interresting)
like create it in script with a simple line?

thanks!
#10
very great job!

i ordinary prefer 3rd person games but this one (and it's fantastic mccrea's module) is really great

i loved the athmosphere, the room design and music :)

it's reminds me a little the room in silent hill 4 in 1st person view

i finished this sort game in two time, the first one i try i was locked on the wardrobe's locker :D but the second time i found the tip to unlock it with the use of binary counting:
Spoiler
starting with 000001 and 000010, 000011,0000100 etc. until the unlock sound :)
[close]

congratulations!
#11
wow this is a great job SpacePirateCaine!
#12
it's my first contest here so there is my little contribution:



:)
#13
awww so dumb i am  ::) ::)

it was evident! sorry for these last questions  ::)

it works fine now! thanks very much that's cool!


(hope you will enjoy my game/demo! i working hard on it to release it the soonest i can!)
#14
thanks so much! it works fine!

i have again an other little problem  ;D

when the mouse is over an hotspot and the name is displayed, for example if we use a look at action, the character will say something, but the label is still visible, and sometimes over the text (depends of the position of the character) so the text can't be read fully because of the name

exemple: it's the door of my room

become: it's the dDOORf my room

you see what i mean ?

and the other if when i change room, the last text in label is still active in the former position of the mouse (example for a "corridor" exit, the name "corridor" is still dispayed shorty when we are in the corridor)

how can i do to set automatically remove this text when text is displayed and when i exit a room ?
#15
thanks!

but how can i "get" the numbers of characters on the label ?
#16
i tryed that and it doesn't do what i want it to :d

sorry for my explaination, but my english is not much good and i try to do my best :)

my problem is very hard to explain, so i made a little screenshot to show you where is the problem


(1) is the fully showed label, with the name of the object, the GUI & label are 100 width to allow long names (bed is only 3 characters, and television are 10 and some others will be more long)
i think i can't made a gui and label who fit automatically the name even the number of characters it contains

(2) the name "television" is at the border right of the screen, we can read it easy, but the mouse are far from the border

(3) the mouse is close to the border and we can now read only the 3 first letters of "TELevision"

the thing i want to do is to lock the gui & label at the right (like it's position in (2)) and let the mouse goes to the right

if i use gui.width, it's 100 so if i change "television" name to "tv" the "tv" will be locked at 100pix from the border right, whereas I would like to have the "V" (from "TV") locked on the border (like the "n" in "television" in case (2) )

i hope you will see what i mean :d

thanks!

(that's why i originally not post this message in beginner's topicÃ,  :-\)
#17
Hi!

I have made a gui with a label who displays the object/hotspot/character name when the mouse is over it, and that gui appears at the mouse coordinates

that works fine, but my problem is that the GUI position is exactly my mouse.x and mouse.y and when the mouse is at the bottom of the screen or at the right, some part of the text is out of screen.

how can i do to have the text not going off the screen?

the only solution i found is to make 2 Gui, one with label text aligned on left, and the other aligned on right and switch between them at certain mouse coordinates. but this isn't smooth and natural, there is a more easy way to do that?

thanks!

(i hope you understand what i mean :d:d)
#18
Advanced Technical Forum / Re: Time problem
Mon 06/11/2006 22:37:38
yeah! it works fine! thanks so much!
#19
Advanced Technical Forum / Re: Time problem
Mon 06/11/2006 20:15:38
i just see the cause of the problem, but still can't fix it:

Code: ags

  }
  timecount=second;
}
    
counter.Text = String.Format("%02d:%02d:%02d", hour, minute, second);


timecount int was supposed to be the reference of the realtime, why we had to change it equal to second int ?
#20
Advanced Technical Forum / Re: Time problem
Mon 06/11/2006 19:54:43
i'm using ags2.72 (maybe it's important, i forgot to precise that  :-\)

and the problem is that the seconds displayed  on my counter are exactly the windows seconds in real time, if i launch the game at xhour xminute and 50seconds (for example) my counter will show 50seconds and run in perfect synchro as windows time, when windows clock reach a minute, a minute is incremented in the game

i can't find where is the problem of the code because it seems good to me too, it makes me mad :D
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