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Messages - BlackBaron

#1
Screenshot! Screenshot! Screenshot!!!
#2
There seems to be a bug in the Load GUI, the down arrow doesn't work.
#3
Quote from: jetxl on Thu 24/06/2004 23:43:23
I passed it with a 55.

You know, people here in the AGS community come from many different places, each having it's own grading system, so saying "55" doesn't mean much if you don't also tell what the maximum grade is  ;).
#4
Yeah, indeed WE are!!!  ;D
#5
Spoiler
Where's the key to the scooter?
[close]


Thanks!
#6
Spoiler
I'm looking for the suitcase.
I got the pick-axe, the fishing rod, the blood and the ashes.
I went outside and found my way to where the ice with the hole is.
I'm sure I have to do somthing with that hole in the rock but I can't figure out what. I tried using the axe, but it doesn't work.
Please, help!!!
[close]
#7
Superior trailer :o

Downloading the game ;D

Keep on the good work ;)
#8
Thanks  ;D.
I didn't know that either.

As they say, you learn one new thing every day.

Cheers!

(Sorry for the offtopic post).
#9
Well yes, that's indeed a case were encoded text is actually a need. You're right, I missed that point.

Quote
EDIT: For some reason, this board insists on buggering up code. How do I quote code?

I'm not sure what you mean.
There's a checkbox where you write message that disables smiles so the it appears exactly as you write it; if you mean what I think you do, checking that box solves the problem.
#10
I don't think that'd be hard to do, but I don't think it's actually needed.

Since you actually have to open the gamefiles with a text editor, that information is just like the walkthroughs that are around the net: if you want to look at them and ruin your fun, that's your problem, if you want to find things out the "right" way just avoid looking for additianal info.

I mean, that feature could be nice, but some willpower can solve the problem too.  ;)
#11
You're idea sounds pretty cool, I can't wait to see it done.
#12
That song is "You don't fool me" from Queen.

I think the title says it all, but in case you want the lyrics, just put "you don't fool me" into a search engine.

BTW, really nice BGs.  :D
#13
What I did was this:
For the beginning:
"Talk to character", "Run Script":

 // function 1
 // script for character1: Talk to character
 MoveCharacterBlocking (EGO,character[MAN].x+30 , character[MAN].y, 0);
 FaceCharacter(EGO,MAN);
 RunDialog(0);


Dialog 0 script:

@S  // dialog startup entry point
 EGO: "EGO Hi!"
 MAN: "MAN Hi!"
 run-script 1
 return
 (...)

@n  // option n
 EGO: "Bye"
 MAN: "Bye"
 stop


On the global script:

function dialog_request(int parameter) {
 if (parameter == 1) {
   GUIOn(DIALOGUE);
   GUIOff(MAINGUI);
   Wait(1);
 }  
 (...)
}

(For some reason I don't quite understand yet, if I don't force the game to wait a gamecycle, with that 'wait(1)', you can see how next time you choose a dialog option, the DIALOGUE GUI goes off while the MAINGUI is still on, just before the DIALOGUE GUI turns on again (it's very subtle, it all last juts a fraction of a second), instead of just staying on. If you don't get what I mean, just take off that 'wait(1)' when you try it and see if there's any difference, if there isn't, please tell me, because that could mean I'm doing something else wrong)

You could also do that by using 'DisplaySpeech' to say the first lines, switch the GUIs and then run the dialog without those lines, as Gilbot V7000a said, but I prefer to have those lines in the dialog script. (By the way, if you do it this way -turning on the dialog GUI in the script before it- and use Popup modal for the dialog GUI, you still have the problems with the animations).

Now, here comes the tricky part for the post-dialog script (this is where I COULD use some better ideas) that come AFTER they both say "BYE".
I realized that if you just put this script after the RunDialog(0) up there, it executes it before the dialog and not after, this is because the game waits for the next gamecycle before running the dialog (I supect that the thing related to the 'wait(1)' line I mentioned before has something to do with this). To solve this, I add a second "Run Script" on the "Talk to character", just after the previous one, and THERE I put the post-dialog script:


 // function 2
 // script for character1: Talk to character
 GUIOff(2);
 FaceLocation (EGO, character[EGO].x, character[EGO].y+20);
 DisplaySpeech(EGO, "This guy is nuts!");
 GUIOn(0);


Wow, this is a LONG post, I hope that's clear enough (I often say more than is needed and confuse people), if not, please feel free to ask.


#14
Quote from: Scorpiorus on Tue 06/01/2004 15:24:18
Yeah, right if it's set to normal you need to turn it off on game start. But what if you set it to pop modal but won't control the GUI through the script at all, it should work, right? If not then it's a bug probably.

Yes, if I set the GUI to pop modal and I don't control it through the script at all, it works indeed.

Quote from: Scorpiorus on Tue 06/01/2004 15:24:18
So, maybe I don't understand it right but if you want some speech to be displayed before dialog options are shown you can put in the dialog script:
@S
ego: "blah"
man: "blah"
return

Doesn't it work as you want?

That doesn't do exactly what I want.
If I do that, the dialog starts (dialog GUI off), Ego says "blah", man says "blah" and then dialog GUI turns on and I get to choose the options, but after I select an option and they start talking again, the GUI turns off, but I want it to stay on.
I actually have 2 GUIs: one "main" GUI, for normal play (GUI 1), and dialog GUI (GUI 2)
and what I want is pretty much like this:
Ego chooses to talk to man, ego goes to where man is, ego says "blah", man says "blah", GUI 1 turns off, GUI 2 turns on, I select my option, they keep talking with GUI 2 on, the dialog ends, GUI 2 turns off, if needed, ego says an extra line and, finally, GUI 1 turns on and gameplay turns back to normal.

I said what I said in my previews post because if I try to keep GUI 2 on all through the dialog by turning it on before it starts, I have it on when the chars say their first lines and, as I said, that's not what I want.


Thanks for the replies.

P.S.
I found a way to do what I want (it may not be the most efficient way, but it works fine) and I don't think I need any help there (for now, at least), I'm just posting this to answer Scorpiorus, but thanks anyway, I appreciate your concern.
#15
I see your point, if I set the dialog GUI's display to 'normal' and avoid turning it on and off manually, yes, indeed nothing anormal happens (I still have to turn it off when the game starts).

The thing is I WANT to have control on when the dialog GUI is on and when it's off and all I'm pointig out is that if you try to do that setting the GUI's display on "Popup Modal" you can't.

It's indeed a bug in my script since I'm trying to do something the wrong way, I'm just pointing it out so other people don't make the same mistake (since it wasn't obvious to me at all that all I had to do was changing the GUI's display from "Popup Modal" to "Normal").
#16
Advanced Technical Forum / Re:Bug wiht GUIs
Mon 05/01/2004 03:41:02
Never mind, I found out the error.

I'm so embarrassed I made such a stupid mistake.
It was the DUMBEST thing  :-[

The saved game I was loading was from a previous version of my game, where that GUI didn't exist!  :-[

#17
Advanced Technical Forum / Bug wiht GUIs
Mon 05/01/2004 03:19:25
For some extrange reason that I can't figure out, after I load a saved game and I try to turn on my GUI number 9, I get the following error:

---------------------------
Adventure Game Studio
---------------------------
An error has occured. Please contact the game author for support, as this
problem is caused by the game rather than the interpreter.
(ACI version 2.60.693)

(Global script line 525)
Error: IsGUIOn: invalid GUI number specified

---------------------------
Aceptar  
---------------------------

just as if it didn't exist anymore.
It's wierd, because BEFORE I load a game, I can turn that GUI on without any problems.

Thanks for your help.

#18
Is there anyway to turn a ".wfn" font file back into a "font." file to edit it with the SCI font editor?
#19
Here's something wierd I've noticed, it's not a big flaw since there's a very simple way to avoid it, but it may turn out to be useful to know why it happens.

I activate the option "Dialog options on GUI" and I set GUI number 2 for that in General Settings.

I don't want the GUI to be "on" until the character says the first lines, so I first call the the "rundialog" function and inside the dialog script I call the "run-script" function to turn on the appropiate GUI.

Now, it turns out that if the "Visible" property of the GUI is set on "Popup Modal", then, after I activate it with the "run-script" function the character stops using its talking animations; it just stands there, using the first sprite of the appropiate view, without changing, while the dialog continues normally.

If I set the "Visible" property of the dialogue GUI to "Normal" (and I turn it off in the "game_start" function), that doesn't happen, i.e. I can use "run-script" to turn on the GUI and the animations go on normally.

I think is also wierd that only the animation seems to be affected.

Could anyone else try to see if it is just my game?

As I say, is really easy to work around that bug, but I think it shouldn't happen.

I hope this can be useful to someone.

Thanks, cya.
#20
Quote from: netmonkey on Sun 04/01/2004 07:42:02
I have a comment... you know that AGS 2.6 allows you to add outlines to TTF fonts... you should do that because I can barely read the text  :o

That's exactly what I was gonna tell you.

Otherwise, it looks great!
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