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#1
Hi,

Im making a game with a speech pack. At present i have the files just in the game folder. When i come to distribute it what is the best way to go about it. Can i put all the vioce mp3's into a folder with the vioce vox, or do they have to be lose?

Basically what is the best way about adding files like music and speech and video to the distibutable package?

thanks in advance
#2
Beginners' Technical Questions / save games
Sat 07/05/2005 11:56:23
Hi,

i want to create my own save and load gui's so that i can control they way they look. Is there a tutorial on this or can anyone tell me exactly hoe to do this. I have tried but i cant get anything to work.

thanks in advance
#3
Hi i asm trying to use the dialog_request function and it comes up with an error

So in my dialog i say

run-script 1

and in the global script, after repetedly execute (right place?)
i put this code:

function dialog_request (1) {
 
   StopMusic(); //stops the music
  SetCharacterView(JAZZ, 17);
  AnimateCharacter(JAZZ, 2, 8, 1);
}

It says that thier is a parser error at one. I dont understand because in the help it says put:

dialog_request (int parameter)
Called when a dialog script line "run-script" is processed. PARAMETER is the value of the number following the "run-script" on that line of the dialog script.

so either i am being stupid (probably) or the number should be 1 and there is no parser error

thanks
#4
Hi, i am (foolishly) trying to create a save/ load gui following the method that was shown in the tech archive. Basically, i am having problems with it, I followed the instructions as best i could but to no avail.

When i run the game the gui comes up fine, but when you type in the name nto the text box and press save it says that this line of code is referencing an invalid item:

ListBoxGetItemText(SAVEGAME, 1, ListBoxGetSelected(SAVEGAME, 1), text);

as far as i can tell there is nothing wrong with the code, but i am obviously wrong. Should i post all the code i have used? it is basically the same as suggested in the tech archive.

Also, should definitions go before the game start function, and is it nessesary to end them in a similar way to how ags automatically ends its functions e.g. #sectionend.

thanks
#5
hello again.

i am tryin to change the graphics of my handles on the sliders on one of my gui's

I have managed to do this, however the hit area (area which reacts to the cick) is not in the right place it is slightly bellow the graphic.

My graphic does not have any trans[parent area. It is croped perfectly around the image So that cant be the problem. The graphic is a png.

Any ideas how to fix this?
#6
i am trying to animte the cusor when over abjects and hotspots. so i have clicked the animate over hotspot button and assigned it a view.

When the mouse is over the hotspots it only changes the graphic to the secound frame. Is it not possible to have for example a 5 frame animation for the cursor

thanks
#7
Hello, i'm trying to use the seekmp3pos function, i am seeking 30 secs into a track so i use (30000) as the number of millisecs to seek. This works fine when i skip to the room using ctrl x, however when the room loads normally it produces this error

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0042EB06 ; program pointer is +1004, ACI version 2.62.772, gtags (100,181)

i have tried putting the following code

PlayMP3File("Lay_Me_Down.mp3");
SeekMP3PosMillis(30000);

into b4fade, afterfade and when player enters screen all with similar results

any ideas?

thanks left
#8
hi,

i have yet another problem, this time with my gui. I am trying to make a scrollable inventory which displays the name of the item the player has selected. The code bellow works but the name of the selected item does not appear until you have cosed and reopened the gui. Is there a better way of coding this, or maybe using someother text box or display function?

if (player.activeinv >=1) {       
Ã,  Ã,  Ã,  string buffer;Ã,        
GetInvName (game.inv_activated, buffer);
SetLabelText(0,5,buffer);
}
else {} //else do nothing

thanks
#9
i am using some code in my game which switches the view of the room the charater is in, i am doing this using regions and global variables in the before fade in section

it works fine but when i quit the game  messages appear telling me to put the code (which is based on move character and set global int) into the after fade in section becuase i am calling a wait function.

I think i understand why this code should go in the after fade in section but:
the problem is that when i do this the game crashes, i have also tried the when player enters screen section but to no avail.

is it a big deal leaving my code in the before fade in section

code example:
if (GetGlobalInt(1) == 1) { //if the player has come from room 5
 
character[EGO].x=(191);
character[EGO].y=(127);

MoveToWalkableArea(EGO);
MoveCharacterBlocking(EGO, 197, 161, 1);

}
else {
character[EGO].x=(153);
character[EGO].y=(190);
}
 
 
#10
hi, ii am trying to use the cd audio(querie)  function, the command which checks for a cd in the drive which is supposed to return a value of either 1 or 0 depending on whether there is a cd in the drive or not

if have used the following code but it does not work, i gues the code i have written is wrong. How do i write it properly

CDAudio (0, 0);

if (CDAudio(0,0) == 0) {//do something
}

thanks
#11
hello

when i am trying to access my gui script this message comes up and ags crashes

(Exception 0xC0000005 at EIP=0x005FE163, AGSE v.2.62.509)

i have tried importing new gui's from an old version but this also causes it to crash

no idea what to do
#12
Hello
I am using the code bellow (in global script - repeatedly execute) to change the cursor mode when a certain key is down, which works. However when in say look mode, if the character looks at a hot spot, the message it is supposed to display only appears for a mili secound.

The code and message works whe the last line of code is removed but then once say, look mode is activated, it obviously stays in look mode and wont revert back.

Is repeatedly execute the right place or is there a better way of writing this?

Code: ags


 if 	(IsKeyPressed(76) == 1)  {
	SetCursorMode(1);//set to mode look
	}
else if (IsKeyPressed(84) == 1)  {
	SetCursorMode(3); // set to mode TALK
	}
else if (IsKeyPressed(85) == 1)  {
	SetCursorMode(2); //set to mode USE
	}
else SetCursorMode(0);  //set to mode walk


thanks
#13
I have formatted my video to the wmv (windows media) video. When trying to run it in the game it plays a bit of the audio (no image) then crashes the game. I was under the impression that ags would play anything windows media player would play. And since wmv is a windows media player codec i would expect this to work best. Or am i wrong?
I figured this would be the best codec as every one with a windows system should have it. And in addition it produces really low file sizes.

thanks leftism
#14
another question already. In my game i am not using the cycle cursor way of interacting but instead using a similar interface to full, throttle and monkey island 3. The problem with this is that the cursor always needs to be in walk mode when the gui's are off. This seems to be rendering some of the vital preset hot spot, object and inventory interactions useless, for example you cant porocess anyclick on hotspot in walk mode. To try to get around this i tried changing the cursor mode when the mouse is over the hotspot but then it stays in this mode after. I tried having a second hotspot incircling this one saying revert back to walk mode but it did not always work.

Now i am scripting it all in repeatedly execute using coordinates to create certain global variables but it is becoming very complecated as both inventory items and the gui are using the same variable in different ways.
I realise this is a bit of a ramble but i was just wondering if anybody has tried using this style of interface before and nows an easier way to make it work than having nearly two pages of script in repeatedly execute (my scripting is slopy) which is getting very confusing

thanks
#15
Hi, in my game i am trying to create a night to morning fade. I found the raw function which does sets the frame transparency in the maual, but im un sure how to use this.
What exactly is the script for doing this. i have tried making a list with declining transparency values but this doers not work. The manual alse states that you have to keep on calling the restore screen function but i just cant understand how you make it fade slowly?
i'm sure im just being stupid.
thanks in advance
#16
hello, i hope this in the right place.

i want to create an interface similar to that of Lucas arts game "Full throttle". In which if you left click on anything you walk to that spot but if you hold lift click down over an object it comes up with
a GUI with the options for that object e.g. use, look etc. I have figured out how to hae the GUI come up at the mouse co-ordinates but i can't figure out the rest.

thanks in advance  :)
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