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Topics - Marcel86

#1
I am using AGS 3.5.0 and the Tumbleweed template and are struggeling with a problem related to the invetory slots.
The template has a 4x2 Grid for items.

As long as I am not adding more than 4 inventory items to the inventory, everything is fine. The items are lined up
in the first row, starting from the left to the right.
However when I add the 5th item with player.AddInventory, the 5th item is not added to the second empty row as expected.
Instead its added to the third row which is only accessable by scrolling.

So in the end, I have:   Row 1: 4 items, Row 2: 0 items, Row 3: 1 item.

Any idea what's wrong or where I can changed that behaviour so that the item is added correctly to the empty row 2 instead of row 3?

Thank you for your help!
#2
I have an odd, but very frustrating issue during development with AGS, and wonder if this could be solved:

I have several save games. Howevr, each time I add a new view to the game (which is not even used), all
saved games made prior to tat change cannot be loaded anymore.

It only gives me an error "#Error: Unable to restore saved game": Missmatching number of views."

Is there a way to keep those saved game states working during development when new views are added?
Or do I have to start all over againg from the beginning each time I want to test a certain scene of my game?
#3
I am heavyly struggeling with FaceLocation in AGS 3.5. Maybe I'm doing something wrong?

This is my setup (using the Timbleweed config):

1. I have a hotspot in a room (basically a plant in the background). The user is able to interact with it via following code

Code: ags

function plant_AnyClick()
{
  player.FaceLocation(mouse.x, mouse.y, eBlock);
  if (Verbs.UsedAction(eGA_LookAt)) {
    player.Say("A little plant I bought at the gas station.");
  }
  else Verbs.Unhandled();


2. I also defined a WalkToPoint right of the plant hotspot

3. In the General Settings I set all options under "CHARACTER MOVEMENT" to true.

4. Walking-Animations for left, right etc. are all set correctly for the player. Same for the talking animations.

This is what I would expect:

1. I trigger "Look at" while clicking on the plant. 
2. The player moves to the WalkToPoint that is defined on the plant (hotspot)
3. Since the WalkToPoint is located right from the hotspot, I would expect the player
    to always look to the left once he arrives at the WalkToPoint.

This is what happens:

Sometimes it works correctly, but sometimes the player looks in the wrong direction when
he arrives at the WalkToPoint and starts talking. It seems like something randomly affects the calculation
what is left and what is right of the player. It also seems that the closer the WalkToPoint is located near the hotspot itself
the more often the wrong direction is chosed.


My theories:

1. mouse.x, mouse.y might change to something else while walking to the walktopoint is still in progress and causing the facelocation method to use the wrong coordinates
    (the mouse is NOT locked while walking, so I guess the coordinates can be overwritten here?

2. maybe something wrong with the timing? Since I can't define a eBlock for WalkToPoint, the facelocation might be triggered to early?


What puzzles me most is, that according to the API, there is no way to get a hotspots x, y coordinates. I guess player.FaceLocation(myhotspot.x, myhotspot.y, eBlock); would solve my problems within seconds.

Anyone else got an idea?
#4


Hi there folks,

My new Point & Click Adventure Game “Space Geekz - The Crunchy Flakes Conspiracy (Die Knusperflockenverschwörung)” is on Kickstarter now.

    https://www.kickstarter.com/projects/2145295147/space-geekz-die-knusperflockenverschworung

Yes, an Adventure form Germany NOT made by Daedalic :-D Sorry Edna

UPDATE: The Kickstarter Project is now open for international backers too!
The Game will be available in English & German language.


So what's this Game all about?

Till and Adrian are in their mid 20s and working at the Space Geekz Corporation, delivering game consoles and arcade machines throughout the whole galaxy in their old rotten space freighter.

But one day, in the endless space of the galaxy, something went terrebly wrong: Adrian wakes up with a big bump on his head. Till is gone and the freighter is grounded on an abandoned planet. But what looks like a normal work accident at first, becomes a conspiracy: This is the story about stock trading cannibals, radiactive crunchy flakes, tasteless videogame homage and lots of point & click action from the good old 90s. Of course in pixelated Fake-VGA with amazing 256 colors!
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