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Topics - lilinuyasha

#1
Hey there.

So I'm testing out my game and I have to go to a room that has lots of flashing backgrounds. It's a rave, basically. Whenever I try to open the door, however, I get an error saying "Error: !load_room: not enough memory to load room background". This didn't used to happen before, and it's frustrating since I've remade the room once before. Here's a full error log:

Error: !load_room: not enough memory to load room background
Version: AGS 3.3.3.0

AGS.Types.AGSEditorException: !load_room: not enough memory to load room background
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#2
Hey there. So I keep getting an error that says "Error: Load_Room: Inconsisten blocks for object names" and I'm not sure what it means. I didn't have this error with my previous code, attached below:

function room_LeaveRight()
{
  player.ChangeRoom(5, 950, 895);
}

function room_AfterFadeIn()
{
  cVinyl.FaceCharacter(player, eNoBlock);
  object[0].SetView(15, 1);
  object[0].Animate(1, 1, eRepeat, eNoBlock, eForwards);
}

But after adding one line, it all goes to hell and I'm not sure why.

function room_LeaveRight()
{
  player.ChangeRoom(5, 950, 895);
}

function room_AfterFadeIn()
{
  cVinyl.FaceCharacter(player, eNoBlock);
  cVinyl.Animate(2, 0, eRepeat, eNoBlock, eForwards); (Added line)
  object[0].SetView(15, 1);
  object[0].Animate(1, 1, eRepeat, eNoBlock, eForwards);
}

So uh...what's the deal?
#3
I tried searchign for this and couldn't find anything, so here goes.

How would I mkae a character walk faster than their normal walking speed? I'm trying to have a guilty character Dash out of the room as fast as possible, which seems really anticlimactic at her normal walk speed. How would I make this faster?

note:I don't have running (Actually, given that they're all ponies, galloping) animations.
#4
I just got back to AGS after taking a short sabbatical.

Now, I'd like a specific dialog to start only after a character that had been following the player enters the room. I know this is going to be an "Enters after fade in" if/then statement, but I'm not sure of the proper command to check for it.

The characters script name is cAngel, and is following our character. After checking dynamic help, i can't seem to find a "Character enters room" function or similar.
#5
Hey there. I was wondering if it was possible to have multiple dialogs going on at once. For example, have the annoying character speak in the background while the other two characters talk for a bit and then try to get away. Is that possible? Do I just start a dialog within a dialog?
#6
Hey there. it's been a long time since I've used AGS, and I've significantly decreased in my skill level.

I want a particular hotspot (hHotspot2[for all intents and purposes]) to be enabled only after I click on my character (cPinkie in script) with the hand. (IE Interact).

I've tried writing a hHotspot.enabled=true; command within the dialog (Properly tabbed of course) but it said something about an undefined token.
In order to try and get around this, i tried doing a Game.DoOnceOnly function to only do that dialog once, then enable the hotspot after. I kept getting some weird errors there, too. Currently, the hotspot is disabled (That much of the code works)but I want it to be enabled after dialog dTutorial2 finishes. I don't think a "Hasoptionbeenchosen" command would work since there's no option in the second dialog.

Anyways, if there's a way you could help me figure out how to run that dialog once, enable the hotspot for the rest of the game, and get me a girlfriend I'd greatly appreciate it.
#7
Hey there.

So I've been importing some Hi-resolution backgrounds, and more often than not, they're really, really big, and my characters are really, really small. As such, I can't see all of the room and it takes away from the feel of what i wanted to do. Using the scaling thing just makes them looks like giants while still hiding the room.

One solution I found was simply to resize the image down until it worked. My question, however, is if there's a way to simply make the entire room visible without changing the HD resolution of it? I can deal with pixelated backgrounds, but I'd rather have the HD feel. Is there a way to do this? Does my question make sense?
#8
It's been a long time since I've done anything with AGS, so I decided to give it a go again. I remember having this issue in previous versions, but when I preview the .gif file I wish to import, it's perfect. Everything works perfectly. When I quick import gif files, however, the sprites get damaged and seem to cut out noticeable chunks of the sprite. Is there a way to fix this? If I have to break the gif into each of its individual sprite frames and import them that way, so be it, but I'd rather just be able to quick import gifs without damage.

I have noticed that while all sprites suffer some sort of damage, some are worse than others. Sometimes, it's just the whites of the eyes that get taken out. Other time, a huge square of the head goes missing. If you'd like me to attach pictures of the monstrosities being created by missingno, apparently, reply as such and I'll make sure to include it. Until then, what are your suggestions?
#9
Advanced Technical Forum / illegal exception?
Thu 22/12/2011 05:46:19
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004140CC ; program pointer is +3330, ACI version 3.21.1115, gtags (0,0)

^I've been getting this recently. I can run the editor, compile the game, but whenever I try to run it in the editor, it refuses to work. For some odd reason, I have all of the program files on my desktop, and when I sent some of those to recycling, it refused to work. When I restored them, however, it worked. Now, I put some of them in recycling this evening after getting new virtual desktops. Much to my chagrin, nothing works now. I've got all the files out from recycling, but it won't run in editor. Also, I tried downloading AGS again to see if I could run a different one for blah blah blah, you get it. However, I can't even open that one. Should I permanently erase AGS (And save my template/games elsewhere) and redownload or can I fix this?
#10
Here's an error I recently received whilst trying to put a demo for a friend:

Unable to register for Vista Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E
Unable to set EXE name/description: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

I've gotten the corrupt data message before, but waiting for a bit and then recompiling usually fixed it. I'm not sure what the first error is though. I was not having problems until I pressed the "Check for updates". I also put the .exe and an audio vox into a zip folder for some friends to test. After I did so, shit went haywire as is evident there. I tried closing the program and reopening, I tried rebuilding all files, nothing seems to be working currently. Anypony else have this problem?
#11
General Discussion / Mac compatibility?
Tue 02/08/2011 05:49:10
Don't get me wrong, i'm a PC and Loving it. However, since some requests for my most recent game demos come from people wishing to play it on Macs, i'd like to know if there's a way to get this thing to work on macs. Do you have to compile and run a separate way? Or does the typical mac use have to download something to run exe files?
#12
After finally scripting my DJ PON-3 and the tedious task of all certain dialogs, I run into an error. The background of the room is playing a song, aPreview (if that matters). When i have the player select an option in dialogs, i want a certain song to play depending on what the player chooses. I've already set the song to play, but it doesn't play. Shouldn't the new script for audio automatically cancel the currently existing audio or will i have to set it to a channel and make the channel end before i can play other audio?
#13
 ;D Yes, I'm a huge BRONY. Flame me if you dare.

Join The mane 6 characters as they travel to Canterlot to discover what's brewing on the horizon. With supporting characters Applebloom and the CutieMark Crusaders, Zecora, And Granny smith and Big Macintosh, this fun-filled adventure is one bronies and ponies alike can enjoy!

Progress:

Sprites: 90% (More added as requests are made for people on the pony social network site to be background characters, as well as Easter egg appearances.) All sprites are property of Desktop Ponies, All rights reserved, used with permission.

Story: 100% I have the story all planned out. All i need to do is program it.
Programming of the story: About 35-40%. I've made huge progress. Every pony gets their own special quest. I have two of the 6 mane characters done, and i'm currently working on the third one, which is about halfway through in and of itself.

Music: Yes, this one actually has music! All music copyright of RainbowCrash88, Used with permission. My first game with sound. make it count.

graphics: About thee same as sprites.

Note: Since this is a lighthearted show, there really won't be any sort of bad material in this. The easter eggs provide comical relief (Including someone who runs away with a cross-eyed muffin maniac.) There are two currently completed. Every pony will get their own quest.

ETC: Within a month, If i can get off Ponycraft long enough.






The Latest Demo is available here:
http://www.zshare.net/download/92863923dbc00d3d/

please give the demo a try. There are obvious details that are not perfect, such as the ponies all standing in one spot while going to the castle. There are also other errors such as sprites missing pizels in some of their frames. Once again, i got all the sprites from Desktop Ponies, so all fault goes to them. Please leave your comments and suggestions in the appropriate thread! Thanks!

My Little Pony: Friendship is Magic and other assorted related materials are property of Hasbro, Inc. and Lauren Faust, and the HUB.

I apologize for screenshots being posted as they are.
#14
*edit* ignore.
#15
General Discussion / scummVM?
Fri 22/07/2011 06:06:28
So someone said i should port an AGS game to scummVM (whatever that is). If i were to do that, how would i do it?
#16
After searching for a bit, I couldn't find exactly what i was looking for.
What i want is for two npcs to follow the player character (which i programmed just fine). However, when i leave the room, they don't join me. How do i program something to where the NPCs follow the player character across rooms until further specified?
#17
What would be the smartest way to have only a specific character be able to talk on a walkable area? For example, a pegasus pony being able to fly over a cliff but not an earth pony. (Yes, it's a My Little Pony game). Should this be done with a regular walkable area thing or would a hotspot be smarter to do the job with?
#18
I've tried searching for what i need here, and couldn't find it. So keep that in mind before i get flooded with hate for being incompetant/being a brony.

Anyways, i need a character to walk back and forth from one spot to another until a specific line in a dialogue is triggered. How would i go about doing something liek that?
#19
I'm trying to get a hotspot to become available only after a specific dialog choice has been made. however, when bringing this up:


@2
cWaiter1: Yes. If you go into the back kitchen you can see him for yourself.
    hHotspot1.Enabled=true;

i get that it's an undefined token (which i've used the same spelling and phrasing in global script). Do i make that part of the script global? Because it depends on a dialog. However, i'm at a loss.
#20
How would i make an option in one dialog (or a seperate dialog entirely) be available only after a seperate dialog has been chosen?
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