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Topics - BigHairyEyeball

#1
I'm just about finished with my game, and have gotten it to the point where I want to distribute it, but after I hit the COMPILE button and build the EXE, the game no longer plays my music. I've read up on the wiki as to how to fix this ( http://www.adventuregamestudio.co.uk/wiki/Distributing_your_game ), but I'll have to be honest, I don't quite understand it; I can't seem to find the "Rebuild VOX Files" option anywhere in the editor, and the Compiled folder for my game only shows an audio.vox, not music.vox. I'm a little green when it comes to this kind of stuff, so how do I ensure that music gets loaded with my game when I send it to someone else?

Thanks in advance!
#2
... And it was solved by ignoring the 9verbs coding format and just doing things the old-fashioned way. Still works, so I can't complain!

Sorry it took so long to get this updated, but thanks for all the help you guys gave, even if I just went with "cCharacter.Walk" in the end. :D

_____

Hello again!

I've been trying to crank out my game for this deadline, but I could use some pointers on scripting animation. As the title says, I'm using the 9Verbs style to build my game, but I'm having a little trouble understanding how to get an NPC to move from one place to another. I'm obviously doing something wrong, so I was hoping someone could give me some advice.

The code I've been using comes straight from the 9Verbs tutorial document. Here's the code as it exists there:

Code: ags

int NPCGoToCharacter(Character*charidwhogoes, Character*charidtogoto,
eDirection dir, bool NPCfacesplayer, int blocking);


I'm using it on a character with an ID of 7 (character name cBodyguard) who needs to walk to the main player (cMonk, with an ID of 0), but can't seem to make it work. The code I've actually typed in last looks like this:

Code: ags

7 NPCGoToCharacter(cBodyguard*7, cMonk*0, 4, true, eBlock);


I'm obviously doing something wrong here. Can anyone help me? Or is there a workaround?

Thanks in advance!

- BigHairyEyeball
#3
Basically, I'm setting up a "trap" the player has to solve - the player needs to retrieve an item to progress in the game, but walking forward triggers a trap that kills him. I've got everything else worked out, but I can't seem to find the bit of code that tracks when the character walks past a certain point on the board. i.e., if the character walks past 122 on the y coordinate, an event starts. Is there a line of code that controls this?

Thanks in advance!
#4
Hey, I'm having some problems with the cursor whenever I run my game in AGS. It's been working fine until now, but for some reason, whenever I choose "USE" or "LOOK AT" from my menu (I'm building my game using the Monkey Island/SCUMM/9Verb build), my cursor suddenly jumps several pixels to the left and stays there. This wouldn't be an issue, except that now I have to hover several pixels to the left or right of whatever I'm using in order to select it - and even then, that's not entirely reliable. I haven't changed the cursor code at all, so I have no idea what's going on. Any suggestions?

--- Update --- Figured it out, thankfully.
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