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Topics - Brian925

#1
I have my resolution set to 1920 x 1080, confirmed in the settings and everything was looking good until a black bar started showing up on the bottom of the screen. Did some troubleshooting thinking a transparent GUI was oversized and forcing a more dramatic horizontal aspect ratio. Didn't find anything there. Then when I went to create a walkable area, the bottom edge would only go to 1020 before becoming a question mark off of the stage. Double checked to make sure I didn't turn 1080 to 1020.

Worst case scenario, I have a black bar at the bottom of the screen, which I can deal with. But having a 1020 Y axis made me think it might be something I'm overlooking. Thanks for any help.
#2
Error: Unable to delete the file 'D:\acres\_Debug\acres.exe'.
Access to the path 'D:\acres\_Debug\acres.exe' is denied.
Version: AGS 3.6.1.25

AGS.Types.CannotDeleteFileException: Unable to delete the file 'D:\acres\_Debug\acres.exe'.
Access to the path 'D:\acres\_Debug\acres.exe' is denied. ---> System.UnauthorizedAccessException: Access to the path 'D:\acres\_Debug\acres.exe' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.SetAttributes(String path, FileAttributes fileAttributes)
   at AGS.Editor.Utilities.TryDeleteFile(String fileName)
   --- End of inner exception stack trace ---
   at AGS.Editor.Utilities.TryDeleteFile(String fileName)
   at AGS.Editor.BuildTargetDebug.DeleteMainGameData(String name)
   at AGS.Editor.AGSEditor.CreateMiniEXEForDebugging(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)
#3
Feels like it should be simple but I've checked all the baselines and walkable areas are suddenly disappearing behind objects even in new rooms. My characters disappear behind the objects on these walkable areas as well. Neither characters, objects nor walkable areas have a z layer so i'm just wondering if i've overlooked some setting I was unaware of.
#4
I have a Journal section of my game in which rectangular images show things you've learned.

I'm trying to stack these images on top of each other so they descend from most recent information to least recent. So each time you "unlock" a piece of information, it will show up at the top of the stack.

My instinct was a list box, but I couldn't figure out how to replace text with images. So then I tried to use multiple GUIS that all contained the journal options in buttons stacked on top of each other, but that made it difficult to scroll without setting a thousand variables.

Then I tried a second inventory box, but I couldn't figure out how to call out to the images without adding inventory to my actual inventory.

Is there a simple method to stack images in descending order with the capability of scrolling? Thanks
#5
I know the chances are slim, but I figured I'd check with the experts.

I have two announcement GUIs with generally the same look. I tried to be slick and create this function in the Global Script:
Code: ags
  function ingredient_announce() //an attempt to limit timers. //sends to 72 global 
  { 
  gAvoAnn.Visible=false; //resets first announcement
  gJalAnn.Visible=false; //resets second annoucement
  SetTimer(1, 180); //starts a timer
  
  if (avocado == 1){      //makes option 1 or 2 visible
    gAvoAnn.Visible=true;
    gAvoAnn.Transparency=0;
  }
    
   else if (jalapeno == 1){
   gJalAnn.Visible=true;
    gJalAnn.Transparency=0;
   }
     

Then when the timer expires, it calls to this in repeatedly execute in the global script:
Code: ags
   if(IsTimerExpired(1)){ //both avo and jala timers are expired if they have respectively been called.
    jalatimerdone=1;
    avotimerdone=1;

if (jalapeno == 1){
gJalAnn.TweenTransparency(0.2, 100, eNoBlockTween);}
  else if (avocado == 1){
  gAvoAnn.TweenTransparency(0.2, 100, eNoBlockTween);
  }}

In the room, the object you click on sets off the necessary variables and function with this code:
Code: ags
   avocado=1; //tells that avocado is in play, jalapeno would be jalapeno=1. 
    ingredient_announce()

As expected, whatever I clicked first handled properly, but the next announcement would not fade although the proper announcement would pop up. I imagine this is because the timer has already been executed, so I was hoping there was a way to reset the timer each time an announcement is made.

To sum up:
1. Is it possible to reset the timer so it handles more than 1 image fade?
2. I have several announcements fading in this fashion...way more than 20. Am I out of luck in having more than 20 GUIs that fade out because each one requires a unique timer?





#6
I have a character who moves in four directions, but when IdleView kicks in, it forces him to face forward.

I do this by creating a Walking View with 4 loops that each represent one of the four cardinal directions. (Loops 0(Down),1(Left),2(Right),3(Up). No IdleView set.

I have an additional, separate View for IdleView (instead of just setting the sprite in the character) that has only 2 frames of the same character closing his eyes, facing forward on Loop 0.I did it like this because setting the BlinkView did nothing when I assigned a sprite to it, so I used IdleView to achieve the same effect.

I did NOT place IdleView sprites in the Left, Right or Up loops, and that has forced it to default back to the front facing walk cycle loop.

That worked until it didn't. I'm suddenly getting the error message: AnimateCharacter: invalid starting frame number specified.

Is there a simpler way? Could something in my code prevent BlinkView from working?

Thanks for any help.




#7
I'm trying to fade in a GUI and I'm not sure if how it's embedded is getting in the way. I was also curious if having the GUI set to "pause game when shown" would cause the fade not to happen. I got the code to work for everything except the fading part until I started messing with the brackets and getting errors. Thanks for looking.

Code: ags
function btnInvOK_Click(GUIControl *control, MouseButton button) {
	// They pressed the OK button, close the GUI. Everything should always be set to invisible.
	gInventory.Visible = false; //Makes overlay Inventory GUI close
  gIconbar.Visible=true; //restores visibility of Top Bar GUI
  gIconbar.Clickable=true; //restores functionality of Top Bar GUI
  
  if(onmega == 1) {
  gGB1.Visible=false;
  else //GETTING A PARSE ERROR HERE AT 'ELSE'
  gGB1.Visible=false;}
    
  if(podtoinventory == 1){
  gGIOPod1.Visible=false;
  else
  gGIOPod1.Visible=false;}
  
  if (blend1done == 1){
  gAnn1000.Visible=false;}
  else
  if(blendglovematch==1){
  Wait(20);
  gAnn1000.Visible=true;}
  int trans2 = gAnn1000.Transparency;
  while (trans2 > 0){
  trans2--;
  gAnn1000.Transparency = trans2;}
  Wait(1);
  
  else 
  gAnn1000.Visible=false;
  gArena.Visible=false;
  mouse.Mode=eModeInteract;
 }
#8
Hello,
I have a custom inventory GUI and I'm trying to figure out if there is a way to hover over an inventory item and have it reveal an image that explains the purpose of the item. It's difficult for me to navigate the inventory item behaviors in the GlobalScript. I assume I have to repeatedly execute a call out to whether the x and y are on the inventory item, but if the inventory changes position, the x and y will change. Is there a way to directly say "if this inventory item is hovered over with the cursor in interact mode, an image (stored in a view, 3 possible loops that each hold a still image) will pop up"? As a heads up,  my inventory GUI is not in it's own room, it is called out from the top bar and hovers over any room the character is currently in.

Buttons have the option to set another image for hovering, but inventory items don't, so curious.

Thanks
#9
Hello,

I have a top bar GUI that appears only when the cursor is at the top of the screen.

 Is there a simple way for a different GUI to be closed upon this action?(when the top bar is revealed).I'm having trouble because the top bar isn't simply visible or not visible, it's dependent on mouse placement.

In a perfect world I'd roll over the top bar to reveal it (gInvbar), and that would close a different GUI.(gRaiseArrow)

Any help is appreciated. Thanks.
#10
My entire game seems to be functioning properly except for that my character only "talks" when he interacts with himself(You rub up and down your clothes, Damn I look good). I noticed there are global settings that define those interaction messages. Are there additional game settings that could block a simple Say command if you put it in a room's script? I can get my character to change rooms and add inventory but I can't get the text to show up in a simple Say command. I've checked the manual and I could only imagine there is some block command in the global variables that is causing this, but I have no idea where to start looking.
#11
I'm using the default AGS template with VIEW 1 and VIEW 2 default views for walking and talking. Right now I'm trying to get my character to click an object (video game controller) and that would make my character sit down in front of the TV and start playing video games. My first instinct is to create a loop of him shifting while sitting in a new view(3), creating a hotspot over the controller and having the any click option call out to
Code: ags
character.ChangeView(3);


I tried this and nothing happened. Is there a simple way to get the character to interact with a hotspot that took him out of the walk cycle and into an animation of him sitting? Thanks.
#12
Hello,

First post, I'm just getting started with AGS and it's helped me get more done in a weekend than I've gotten done in 3 years.

Right now I'm trying to put a house with a transparent background over the top of a sky that is changing from day to night throughout the game. I started coding this game in AS3 and created a background swf that got the job done, but I'm not sure how I'd do here. What would be the best way to achieve this? I originally figured I could make the sky my background image for each room, but is it possible to animate it within AGS or would i have to add code?
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