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Topics - Tonic Ink

#1
Hi Guys,

Just a quickie, I have a couple of clouds (as objects) moving across the back of my background.

No mater what speed I set, they just seem to move very 'rigid'. Almost as though they're moving at a rate of approx 5 pixels at a time.

Is this a limitation of the engine or is there a trick somewhere that I'm unaware of.

Cheers :D

EDIT: Another question while I'm here, whenever I close my game using the windows/X when testing the game she crashes and I have to alt-ctrl-delete. This usual?
#2
Hey Guys,

A quick question with I'm sure an easy fix.

I have an inventory button on my GUI, when clicked this opens the inventory window and plays a sound.

Problem with this is that if the player chooses to rapidly click the button, the sound ends up maxing out the channels and destroys the ambient track.

The fix i have implemented currently inserts a wait time after the payer clicks the button to ensure it's not clicked repeatedly. I don't like this, as it feels clunky.

THE CODE -

function btnBag_OnClick(GUIControl *control, MouseButton button)
{
if (gInventbag.Visible) gInventbag.Visible = false;
else gInventbag.Visible = true;
aSOUND3.Play();
Wait(30);

I think the code i'm looking for is something along the lines of.

if sound is playing aSOUND3 = false
play sound aSOUND3

Something along those lines. Just can't code it properly with my insufficient brain.

I can play queued, however it just banks up the sounds, obviously.

Hope that makes sense.

Cheers :)
#3
I'm easily missing something here.

THE CODE -

function bowel_OnClick(GUIControl *control, MouseButton button)
{
bowel.Animate(6, 0, 4, eOnce);
int ran=Random(2);
if (ran==1) aFart2.Play();
else if (ran==2) aFart3.Play();
Wait(80);
int bowel.NormalGraphic);


Error: GlobalScript.asc(462): Error (line 462): Already referenced name as import; you must define it before using it


Essentially, I click the button, it animates, then returns to its original graphic. Animate and random sound work fine. Just having a wee bit of trouble getting the graphic to return to it's original still frame (aka normal graphic).

Bluntly followed the help documentation as you can see by the last line of code. I know i'm missing something here.

Help would be fab :)
#4
Hi guys,

Probably a silly noob question.

In my code I have the following -

function test_AnyClick()
{
CNAR.Say("&1 Can't do that");


I have a file called CNAR1.WAV in my speech folder.

Low and behold when I click the object it displays the message by no speech is heard.

I've tried rebuilding etc.

Help would be appreciated.
#5
Hi Guys,

I'm very inexperienced with coding in general, if I could possibly poach some help here :)

I use the Description module for displaying hotspots under the mouse curser. I'm having trouble as it also displays this for inventory objects (the description falls behind the UI graphic).

I also want to disable the "use paper on fence" inclusion and retain the original inventory icon mode (pointer changes to inventory graphic).

I've edited both my global script and the description.asc to -
Description.IncludeInventory=false; 

with no success, I've also tried the following code in my repeatedly execute -
if (gInventbag.Visible) Description.IncludeInventory=false;

but no cigar :(

What am I missing here?

Would very much appreciate some clues. :D

#6
Hey guys,

I've probably tackled this the wrong way but alas.

I've set my mouse mode to pointer during my menu screen, when I right click (point cycle) i can briefly see the following pointer flicker although the pointer mode is unchanged.

Here is my code -

function repeatedly_execute() {
 
 // put anything you want to happen every game cycle, even when
 // the game is paused, here
 
 if (IsGamePaused() == 1) return;{}
   if (Gui2.Visible) mouse.Mode = eModePointer;{}


Perhaps I could disable pointer cycling during this room?

Any help would be greatly appreciated :)

regards,
#7
Hi Guys,

I've been mucking around with AGS on and off for the better part of 7 years.

I'm thrilled to find out that the 3.2 beta now resolves the issue of games stretching on widescreen monitors (which are becoming the norm these days).

I have an issue however... I can't seem to get the bugger to work :S (no borders, still stretching)

I've compiled 3 or so dummy test games in 1024 with the option both ticked and unticked in the setup.exe I've also tried manually changing the config to no avail.

I'm currently using a benq 24"

Any help would be greatly appreciated :)

Regards

Edit: My apologies if this post is better suited to the beginners forum

Edit: I have just e-mailed the test game to a friend with a 22" widescreen, he's also not receiving side borders and confirms tick is checked in setup

AGS version is 3.2 RC2

Thanks again :)
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