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Topics - HandsFree

#1
I used to let the player character walk in the screen by doing for instance player.ChangeRoom(3,-50,150). And then in room 3 walk to some place on the screen.
Now I'm working with AGS 3.5.1. and the tumbleweed template and this doesn't work.
The player is placed visibly in room 3 at x=1.

I noticed that if I do player.Walk(-50, 150, eBlock, eAnywhere), the player does walk off screen.
Why is this not happening with the changeroom (or tumbleweed's EnterRoom), and what can I do to fix this?

thanks
#2
Hi,

It's not clear to me how you can cancel an action in the tumbleweed template.
If I do this:
Code: ags

if(Verbs.UsedAction(eGA_LookAt)) player.Say("I've looked at it.");

The player walks blocking to the hotspot and it is not possible to do anything until the walking is finished and the line said.

If I do:
Code: ags

if(Verbs.UsedAction(eGA_LookAt)){
  if(Verbs.MovePlayer(290,123)) player.Say("I've looked at it.")
}

Then it is possible only to click somewhere else and walk there, but not to choose an action on another hotspot. The 9 verbs are still not available while the walking is happening.

So how do I make it possible for the player to choose a different action?

thanks
#3
Hi,

If I do:
Code: ags

player.Walk(player.x+10, player.y, eNoBlock, eAnywhere);
player.Walk(player.x-10, player.y, eNoBlock, eAnywhere);

The player's end position is not the same.
I checked this with display.

After 1st line: x=224, y=232
After 2nd line: x=218, y=232.

How can I force the player to walk exactly the specified amout of pixels?

Thanks.
#4
Hope I can make this clear.
We have a generic way of showing player deaths.

Code: ags

in global script:
function ShowDeathGui(CauseOfDeath cod) { //makes death gui appear
 //stuff
  DisplayAtY(280, death_message[cod]);

}

function game_start(){
  death_message[eDeathTree] = "test";

}

GlobalScript.ash
enum CauseOfDeath {
  eDeathZombie, 
  eDeathTree, 
};
String death_message[80];
export death_message; //added this but it didn't help

In room scripts:
ShowDeathGui(eDeathTree);


So when the player dies you see the text "test".
This works.

But for the tree I want to have several random messages, so in de room script I added:
Code: ags

void RandomTreeMessage(){
  int r = Random(4);
  r = 0; //testing
  if (r==0) death_message[eDeathTree] = "This is the first random text";
}

And then
RandomTreeMessage()
ShowDeathGui(eDeathTree);

The result is that the text "test" is still shown, instead of "This is the first random text"
I assume this is some kind of import/export thing?
Or should this be a function with parameters?

How do I do this?
Thanks
#5
Hi,

I'm stumped here. The animation plays 3 times and then stops.Since the x-coordinate for the dog is set back it's supposed to play one time only.
Code: ags

function room_RepExec()
{
  if (cDog.x<=195) {
    player.Walk(100,  262, eBlock, eAnywhere);
    player.FaceLocation(player.x+1, player.y);
    player.x+=10;
    cDog.Transparency=100;
    cDog.x = 288;
    cDog.y = 280;
    player.Animate(36, 3, eOnce, eBlock);
  }
}


Any ideas?
thanks
#6
Hi,

I see there are several posts about this but I still don't understand what's happening with the GetTextHeight function.
I'm trying to see if a certain string will fit in the bouderies of a label.

Code: ags

  int height = GetTextHeight(s, eFonttext, lblText.Width);
  Display ("The height is %d.", height);
  if (height <= lblText.Height) lblText.Text = s;

It doesn't work however. The display shows a number that is indeed lower than the height of the label but the text is actually too big and isn't shown completely.
Somewhere it is suggested to use width + 1, but that doesn't make a difference.

Is this bit from the helptext relevant?
The height is returned in normal 320-resolution pixels...

How can I make this work?
thanks
#7
This problem has been mentioned before I see, but I haven't found an answer yet.
I have used AGS editor 3.4.3.1 without problems, but now I get "The game engine does not appear to have shut down properly" on every project I try.
This happens when I run a game from the editor. If I build the exe and run that, there's no problem.
I created a new game for testing and it gave the same error.

Has anyone found out how to fix this?

BTW, the send error report also gives an error.

Thanks for any insight.

Error: Toegang geweigerd
Version: AGS 3.4.3.1

System.Exception: Toegang geweigerd ---> System.ComponentModel.Win32Exception: Toegang geweigerd
   bij AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   bij AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   bij AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- Einde van intern uitzonderingsstackpad ---
   bij AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   bij AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   bij AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   bij AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   bij System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bij System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   bij System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bij System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bij System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bij System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bij System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bij System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bij System.Windows.Forms.Control.WndProc(Message& m)
   bij System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bij System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bij AGS.Editor.ToolStripExtended.WndProc(Message& m)
   bij System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bij System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bij System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#8
Hi,

Is it possible to make a difference between leftclick and rightclick on a listbox?
I have the code under the only listbox option, OnSelectionChanged, but it fires on right and leftclick.
I suppose I want the selection NOT changed when rightclicking.

How do I do that?

thanks
#9
On the quit gui, I have a label with the text 'Are you sure you want to quit?'. The text is white (textcolornumber = 15) and the font is fairly large.
In the editor it looks as I expect. But when I run the game, it shows the white text, but also the same text in a small Black font.
The same happens with the gui's for save etc.

This is the Gateway remake that is already released, but against the gui backgound it's hardly noticeable. Actually I never noticed.
But now Arcangelo Bonaparte made new gui's with a plain metallic background and the effect is very obvious.

Any idea why this happens?
thanks
#10
Completed Game Announcements / Gateway Remake
Mon 27/02/2017 18:05:34
You are a Gateway prospector travelling to other worlds in search of alien technology.
But when Gateway scientists examine one of your findings they discover the terrible secret behind the vanished Heechee civilization. It's up to you to ensure the same fate doesn't strike earth.

Legend's Gateway is a game from 1992 and in its original form you had to either type commands or pick words from a list to construct them. This may have put off players, like myself, who might enjoy the story and puzzles, but prefer point & click gameplay.

So here's your chance to try out 'Gateway' point & click.
- remake of the full game in the more visual style of the later Legend games
- point & click interface
- larger graphics
- no dying
- no dead ends
- new sounds
- new additional music

The story and puzzles are unchanged, except for some minor modifications resulting from the new, visual, style of gameplay.

Thanks to morganw for testing.

Download the game here: https://www.adventuregamestudio.co.uk/site/games/game/2130/

Hope you like it.

UPDATE:
Version 1.1 is now available with new gui graphics by Arcangelo Bonaparte.

Screenshots:





Screenshots from the original game:


#11
I have a label that displays all text in the game. I carefully checked all the the texts that they fit within the label.
Now morganw, who is testing, reports that he can't see the last words of some of the texts. When I play the game, those same texts are displayed correctly and I can see all words.

How is this possible?
The game is 16-bit (don't ask why, cause I dont remember).
AGS 3.3.4.2.

Is there anything I can do to make sure the text in the label is always completely visible?

thanks
#12
This is a point & click remake of the 1992 Legend game 'Frederk Pohl's Gateway', see also here

I abandoned it a few times, but now it's actually testable.
It's a full length game, or at least it was when you had to type everything, so if anyone is willing to help testing that would be great.

Thanks
#13
Beginners' Technical Questions / check score?
Sat 07/01/2017 19:45:04
There's a part of the game that I like to be able to reset.
I've used GiveScore() to add points to the score. But now I want to check what the current score is, and when the section is reset, change the current score to the old one.

So how can I check/change the score without GiveScore?

thanks
#14
I want to stop an object animating when it reaches a certain frame.
I have in repeatedly execute:
Code: ags

if (oWOF.Frame == iLow - 1){
    oWOF.StopAnimating();
    //and other things
}

But the animation only stops at the last frame.
The command to start animating is in a function that is also called from repexec, if that matters.

How should I do this?
thanks
#15
F1 says you can use RUN_DIALOG_GOTO_PREVIOUS, RUN_DIALOG_RETURN and RUN_DIALOG_STOP_DIALOG.
But is there  a command to go to another dialog?

It looks like I can just use dDialog.Start(); within a dialog but then the goto_previous doesn't work.

Any ideas?
thanks
#16
A hotspot is apparently already defined in _AutoGenerated.ash.
How can I fix that? What is _AutoGenerated.ash and where can I find/edit it?

thanks
#17
AGS appears to not like my computer anymore. ???
I had to reinstall because AGS wouldn't start any more... Now the help isn't working.
I can see the searchbox, but the right pane stays white.
This is v3.3.4.2.
If I start up an older version, the help does work.

Anything I can do?
thanks.
#18
Starting AGS 3.3.4.2. I get the following error. Today it worked but after shutting down it won't start anymore...
Any ideas?

An unexpected error occurred trying to start up the AGS Editor. Please
consult the details below and post the error to the AGS Technical
Forum.

Systern.lO.FileNotFoundException: Kan bestand of assembly
AGS.CScript.Compiler, Version: 3.3.4.2, Culture=neutral,
PublicKeyToken=null of een van de afhankelijkheden hiervan niet
laden. Het systeem kan het opgegeven bestand niet vinden.
Bestandsnaarn: AGS.CScript.Compiler, Version: 3.3.4.2, Culture=neutral,
PublicKeyToken=null

bij AGS.Editor.AutoComplete.ConstructCache(Script scriptToCache,
Boolean isBackgroundThread)
bij AGS.Editor.AGSEditor.DoEditorlnitializatio()
bij AGS.Editor.ApplicationController..ctor()
bij AGS.Editor.Program.startupTimer_Ticl<(Object sender, EventArgs e)
bij System.Windows.Forrns.Tirner.OnTicl<(EventArgs e)
bij System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message
& m)

bij System.Windows.Forms.NativeWindow.Callback(lntPtr hWnd,
lnt32 rnsg, lntPtr wparam, lntPtr lparam)
#19
I have a gui with transparent background (backgroundcolor = 0) and a few buttons on it.
Apparently the hotspots that are behind the transparent part of the gui are not clickabble while the gui is visible.

How do I make it so that hotspots are clickable when they are behind the transparent part of the gui?
The gui itself is clickable because otherwise the buttons on it don't work.
The game uses 32-bit colors.
AGS 3.3.0.

thanks
#20
In GlobalScript.asc I have this:
AudioClip *minstrel_tune[5];

I want to use that elsewhere, so I think I should put an import statement in GlobalScript.ash, is that correct?
If so, how do I write that statement? Cause I keep getting errors.
import AudioClip *minstrel_tune[5]; ??
(Also tried without the *)

thanks
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