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Topics - Dariago

#1
Hi All,
I have the following scenario:
I want to create a main menu (start game, load game, credits etc) as the first game page ("room").
Now, in case the game was successfully finished in the past, (not necessarily in this gaming instance. It can be whenever in the past) I want to add another options to the menu.
This means I need to keep this info outside the 'game scope'. right?
Do you have any ideas how to implement this?
For example - mainatin some file where I can change this parameter using some code in the AGS editor... Does AGS supports creating and updating files?

Thanks!
#2
Hi,
So here is my question:
I have a room with a locked door. the way to open the door is to insert some code to a panel.
Now,
The code panel is implemented by a GUI. all works fine with the panel - but when the player insert the right code I want the door to be opened automaticly.
How can I do that?
The panel GUI related script is in the Global Script and the door and its script (for example - animation of door being opened, the sound of it etc.) are in a room.
Is there a way to "tigger/messeage" some script code/function from the global script to a room?

(For now I have a work-around: If the code is right, I updated a global variable and the player now can "open" the door by interact event. but the door is not opened automaticly.)

Thanks!
#3
Hi all,
I am using 3.4.3.
when playing a little bit with the "voice and text" / "text only" / "voice only" options during a gameplay I notice that when you choose "Voice Only" the game still waits for you to click on the mouse in order to get back to the game - even when the voice is over...
Its understandable why u need to click when there is a text box or text "Say" but when there is only voice - why is there a need to clck?
Does anyboday knows how to displable the need for a click when only voice is active?

Thanks,
Dariago.
#4
Hi All,
when using the speech mechanism during Display it stops my audio music (used as background music)
This is my code:
Code: ags

aBackgroundMusic.Play(); //plays the background music
game.narrator_speech=NARRATOR;
Display("&1 text for narrator introduction"); //display the message and plays the /speech/narr1.mp3 


so the Display() works fine with the speech file, but it stops the background music... :-(
Any idea how to prevent this and make the music go on in the background?

Thanks,
Dariago
#5
Hi All,
I just download the new 3.5 version and opened my AGS project.
(my prevoius version was 3.4.3)
Since this is a project in Hebrew - it was marked as "Write game text Right to Left" = "True" in the general settings.
It is working fine in 3.4.3 - but for some reason it does not work on 3.5 (still shows the text left to tight)
even if I opened a new project and change this to "true" it does not work...
any idea if I missed something? or is it a bug?

Thanks,
Dariago
#6
Hi All,
I tried to search for resolution for this topic - no success...
Do you know if AGS  supoorts hebrew fonts?
every time I import a hebrew font it is presented as gibrish.... (in the editior and of course in the game)
please help!
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