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Topics - MaeveGlaistig

#1
Okay, so I have a GUI that uses buttons to display a sort of "checklist" when the player succeeds at things. The buttons have an initial graphic that is just a transparent bar, and when the player succeeds at something, that action includes a little snippet to change the button's graphic to show it as done, like so:

Code: ags
if (cCharacter.ActiveInventory == iKey)
{  bBlessing.NormalGraphic = 411;  }


Where 411 is the sprite number of the correct new graphic. This works just fine! The weird part comes in when the game is saved and then restored from a saved game. Suddenly, the buttons have reverted to their previous transparent appearance... or so it seems. Actually, when they're moused over, the correct graphic populates, which makes it seem like something is preventing the saved game from remembering the button's new graphic until it is somehow interacted with. (For the record, these buttons aren't clickable - they don't do anything but display the graphic.)

What am I missing here? Is it something about changing the button's NormalGraphic property vs. something else I should be using instead?
#2
I've made a couple of games with AGS and it's always been pretty smooth sailing. However, this week I upgraded from 3.4.1 to 3.5...

I'm still able to edit/work with sprites, rooms, script files and so on. But when I try to compile the game, I get the following error:



QuoteAGS.Types.AGSEditorException: Unable to load the room file 'room43.crm'.
Format version not supported.
Required format version: 12079, supported 17 - 33.

Followed by a number of places where the error is thrown.

To my untrained eye, it looks like it's getting an incorrect number for the format "version", but I'm not sure how to go about correcting that. I've dug around in the manual and wiki as well as trolling the forums, but I wasn't able to find a solution.

Does anyone know what the issue is? I feel like it must be something simple looking me right in the face...
#3
Hey, there!  Like my last post, this also seems like one where the solution must be really simple... but I've scoured manual and forums and tried everything I can think of, and no dice.

I have a character (cPieCir) that has some lines of dialogue being called up with SayAt, like so:

Code: AGS
    cPieCir.SayAt(440, 300, 400, "&2 Well, well, well... what do we have here?");
    cCharacter.SayAt(440, 300, 400, "&354 Hi, I'm...");
    cPieCir.SayAt(440, 300, 400, "&3 Oh, we know who you are...");


But no matter what I do, he stubbornly refuses to actually play the speech file for his lines.  His dialogue box appears with his speech view portrait so the SayAt command is going through, and the cCharacter in the conversation with him says her lines normally, but he remains silent.  I have 29 speaking characters in the game, and they all seem to be talking just fine except for him!

I have already run through all of the following:

1) Checked to make sure the files for his lines were in the Speech folder in the correct game directory (they are);
2) Played them outside of AGS and also imported them into AGS as sound effects to play via a Play command to verify they're working (they are, no problems);
3) Tried converting them to other filetypes in case for some reason AGS didn't like them as MP3s (did not work; WAV and OGG also did not play, and all other characters are using MP3 fine);
4) Tried changing the character's scripting name from cPieCir to cCircus, renaming the files and testing the code that way in case there was some weird bug (no change);
5) Tried both speaking to other characters first and not in case one of them was somehow overriding the other (no change);
6) Confirmed that audio settings should allow unlimited sound effects (Music is set to 1 channel to accommodate background music; Sound and AmbientSound are both set to 0 [unlimited]);
7) Cried.

Does anyone have any suggestions about what I'm missing here?
#4
I am 1000% sure I'm just missing something really simple somewhere, but since I've done everything I can think of, I'm here to ask for help from all you pros.  :)

I have an AudioChannel for background music that is checked in the room_Load of every room; if it's playing the correct music for that room, then the channel continues doing its thing, but if it's not, it should switch to the correct track.  The code for each room looks like this:

Code: ags
if ((BGMusic == null) || (BGMusic.PlayingClip != aStreets))
  {
    BGMusic = aStreets.Play();
  }
  else if (BGMusic.PlayingClip == aStreets)
  {
    return;
  }


The problem is that with the code above, when the player enters the room, the clip from the previous room continues to play in BGMusic and the new room's clip (in this example, aStreets) does not replace it.  There are no errors on save or run.

I have BGMusic set as a global variable audiochannel and have confirmed that all clips are loaded into AGS.  Music, Sound, and AmbientSound are all set to 0 (unlimited) maximum channels, but I have also tried it with 1 and 8 channels; the same problem occurs when it's on 8 channels, while if it's just 1 channel, the previous music stops but the new track isn't played.  I thought maybe both tracks were playing simultaneously somehow, but all tracks are at the same volume and it doesn't seem like this is the case.

What am I missing?
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