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Topics - Peegee

#1
Hello, I would like to attenuate a text, I thought to put a GUI representing a halo, which would be displayed over the text. But even by changing the Z, the halo remains behind. I also tried to use another font but I can not do it, how to change the font that uses a character? All the information I found did not work.
#2
Hello. Here is a strange problem, programmers who help me have not yet found the answer. I put icons in the first page of the game to change the language directly, without going into the setup.

Code: ags
Game.ChangeTranslation("English");

It works, except that the texts have a problem of accents that they did not have in game default. We see the accent but more the letter below. And in the case of zone names in the game, it is replaced by rectangles.
#3
Hello, I would like to know if it would be possible to program this kind of thing (without it being too complex):

When a character uses an inventory object on an area (object in the room, hotspot or character), and there is nothing planned for that, he launches an animation, on the spot, of use of the object, like he takes the object out of his pocket and puts it back.
I tried this code, in "function unhandled_event(int what, int type)", in GlobalScript.

Code: ags
   if ((what == 1 && type == 3)||(what == 2 && type == 3)||(what == 3 && type == 3)||(what == 4 && type == 3)||(what == 5 && type == 3))
{
if (cGob1.ActiveInventory == iLezard)
{  
 cGob1.FaceDirection(eDirectionDown);
cGob1.ChangeView (122);
cGob1.Animate (16, 3,eOnce, eBlock);
cGob1.ChangeView (54);
cGob1.Animate (4, 3, eOnce, eBlock);
cGob1.ChangeView (122);
cGob1.Animate (16, 3,eOnce, eBlock);
cGob1.ChangeView (128);
cGob1.FaceDirection(eDirectionDown);
}
}

It works more or less, but it does not do the action when an object use (even another object) is programmed on the area. It would be too complicated to add variables for each area.

Thank you in advance.
#4
Hello, I can not launch animations in the background effectively. The eNoblock function allows to keep the hand while an anim turns but also allows to launch the next anim at the same time, which must be problematic. For example, following a timer, I want to launch two animations in a row, two characters, but it does not launch the second, even if I put a timer per person.

How to best manage background animations?
 
#5
Advanced Technical Forum / Save F5/F7
Fri 01/12/2023 08:28:50
Hello, I would like to make a simplified backup.

There is by default the F5 key that leads to a GUI, but I want to avoid it going through there. I would just like it to save directly, on one location, with just a reminder on the game screen "Saved Game". And that it loads directly when we press F7.

Anyone know how to do that?
#6
Hello, I reformatted my system, reinstalled my version of AGS (3.5.0), but my AGS files no longer work. For the next project, I switched to version 6. It seems to work pretty much, a few small problems. But for my old project, it's annoying not to be able to restart it in its basic version.
He said:

Unable to read the user preference file. You may lose some of your Preferences settings and may not be able to access source control.
 
The error was: This game's user data file is from version 3.5.1.17 of AGS or an unsupported beta version. Please check the AGS website for a newer version of the editor.

 Anybody got any ideas?
#7
 I had a lot of fun programming Gobliiins5 with Adventure Game Studio and I would never thank enough the developers for allowing me to make this game myself from A to Z.

 I am aware that I only used part of the software. I have no notion of programming and I see that we can do much more specific programming. I would like to be smarter and find more tips to improve interactivity.
 I needed help for different points. For example, making a backup by level, at the beginning of the level, was obviously not planned, I would never have found a solution alone.

I'm starting to program my next game, Gobliins6, with AGS. I could not put Gobliiins5 on the forums, I apologize, it did not work at the time, but you can download the whole beginning of the game for free on Itch.io or Steam.

 I had a big bug along the way. I think it was due to the programming of a sequence with several objects, and especially that used animations present in the same view, which I think should be avoided. The software crashed and rotted all the previous rooms already programmed. The scenes with characters could no longer be linked and I could not even retouch them. This is what led me to make the game in 4 exes, not the idea of the century.

 At one point, I learned that you can put sounds directly in the views, at a precise frame. It is very practical, I started to use it for the footsteps of the characters, unfortunately, it is buggy, it starts to replace some sounds by others. A programmer found me a way to put these sounds in the right views and frames in the room_load. If anyone's interested, let me know.


Another very annoying bug, which happens relatively often. We click on an area, the person makes his move to go position to go act on this area, I do not know if we have repeated once too much, but the person does its action without having arrived at the destination, so, remotely... Big problem, some players had this problem.

For me, one thing is missing, it would be to be able to reload a sound, without having to delete it and recharge it. We would also like to be able to delete several sounds at once.

 Working in views is difficult, frames are really small.

The strange thing is in the view script, it does not take the names of objects or hotspots, you have to put object[1].

... and thanks to the users, who have solved many problems on the French and American forums !   

Pierre Gilhodes
#8
Hello,

 I made buttons in the basic menu of the game, New game, Load, Quit, Credits, in French. I made them with objects, animated. I can use, in the English version the change of object sprite... but how to change the sprites that constitute the button animation?
#9
Advanced Technical Forum / Scroll blocking
Sun 25/09/2022 09:41:19
Hello. For a beginning of level, I blocked the scrolling of the camera in x . The character could therefore move in x and y, but the auto tracking only worked in y, in height; Then I unlocked the auto tracking. I used this code for that:


Code: ags

function room_Load()
{
  Game.Camera.AutoTracking=false; 
}


function late_repeatedly_execute_always()
{
   if (!Game.Camera.AutoTracking)
   Game.Camera.SetAt(800, player.y - 300);
}

For a new level, I want to do the same thing, but in y. That is to say that I want the camera to follow the character in x, so horizontally from left to right, but not in height. I try different parameters but it doesn't work, the auto tracking is not done in x. Someone would have any idea ?

Code: ags
function late_repeatedly_execute_always()
{
   if (!Game.Camera.AutoTracking)
 

   Game.Camera.SetAt(0, player.x + 940);
   
}


I risk being slapped with a wet trout but I can't get a nice display of codes in brown, yet I use
Code: ags
 and 
.

#10
Advanced Technical Forum / Moving on a ladder
Sun 04/09/2022 10:11:50
Hello, what would be the best solution to add ladders and the corresponding anims. Of course, it is necessary that if we click on a zone of movement at the top, the character walks to the bottom of the ladder, makes his ladder assembly animation according to the height of the ladder, and that he continues moving it to the point where you clicked. Apart from changing characters, the Up and Down movements being already used, I don't see how to do it, and again, I don't see how to continue the movement automatically at the top of the ladder.
#11
Advanced Technical Forum / Block scrolling
Wed 03/08/2022 07:15:19
Hello, I would like to block background scrolling (in x), to unblock it later.

I found this code but the software does not support "ViewportX":
Code: ags

//Viewport Scroll
  if (player.x > 300) {
    while (ViewportX < 250) {
    ViewportX = (ViewportX) +5;
    SetViewport(ViewportX, 0);
    Wait (1);
    }
  }
  else {
    while (ViewportX > 10) {
    ViewportX = (ViewportX) -5;
    SetViewport(ViewportX, 0);
    Wait (1);
    }

Someone would have any idea ?
#12
Hello, I made about 7 levels of my game. These are rich levels, many varied systems, characters, objects. I did not change version of AGS.

I make a version, I test from the beginning, I find a lot of things that worked before and that don't work well anymore, especially in terms of characters, guys who disappear, change, turn around, shit. These are levels that have been tested a lot.

Weird stuff happens even for the main characters. Before, I sent one somewhere, it kept walking while I could select another one. Now the first stops as soon as I select the other.

Has anyone had this kind of problem before?
Am I at the limits of the software?
#13
Advanced Technical Forum / Crash level... HELP
Fri 01/04/2022 10:18:52
Hello, I was working on the 7th level, it's starting to take a lot of data, lines of code (10800 in the global script for example) and I found that it was starting to be sensitive, weird, esoteric bugs and finally the level has crashed. Do I risk the same problem if I restart the level from zero, am I reaching the limits of the software?
This is what he tells me:

Code: ags


Error: Unable to load the room file 'room7.crm'.
Block data overlapping.
Block: Main, expected to end at offset: 11, finished reading at 0..
Version: AGS 3.5.1.9

AGS.Types.AGSEditorException: Unable to load the room file 'room7.crm'.
Block data overlapping.
Block: Main, expected to end at offset: 11, finished reading at 0..
   Ã  ThrowManagedException(SByte* message)
   Ã  load_room_file(SByte* )
   Ã  load_crm_file(UnloadedRoom roomToLoad)
   Ã  AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   Ã  AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   Ã  AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   Ã  AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   Ã  AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   Ã  AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   Ã  AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   Ã  System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   Ã  System.Windows.Forms.TreeView.WndProc(Message& m)
   Ã  System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   Ã  System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

#14
Good morning ! I started a game with this wonderful software, I would like to know to what extent a game can be marketed. How can I contact the authors to ask them the question? Thanks in advance. PG (roll)
#15
Advanced Technical Forum / Backup
Tue 07/12/2021 11:26:47
Hello. I have a problem with backups. I cannot use "SaveGameSlot" which saves the progress of the game. I have to make an independent save of each room. I have to use "ResetRoom" which only saves the objects, and include my other backup elements (characters, variables, inventory) in the room load. It works, until I quit the exe and relaunch it, my "save" is no longer there, unless I make it accessible at the start of the game. Question: Could the program save a variable that would say if the backup is accessible or not?
#16
Hello, a general question:

I have a character or an area where the player cannot yet access. If I click on it, the player cannot move to the area, but he still does his action, from where he is. How to avoid this?
#17
Hello, newbie on this forum (by the way on all forums), I don't know is my technical questions will be well placed, thank you for helping me.
I started a game (for a few months) on AGS (great software!), Which will be called Gobliiins 5. I have some technical questions, there may be the solution in the manual but I do not understand everything, not perfect in English.

1- I am not very comfortable with GUI questions. On my "load a level" room, I would like to make a back button, but I don't see the button creation tool when I am on my room, what should I do?

2- For some actions, I prefer to hide a character and replace it with an object, but after a while the animated idle arrives, unexpectedly. How to deactivate idle momentarily?

3- When I load a level, if I start playing and load it again, I notice that it does not reset it. Is there a way for this or should I set the loading code to zero all items? I have very rich levels and dozens of variables.

Thanks in advance.
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