Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Elessar

#1
I've imported a AGS 2.72 game into AGS 3.0.1, and it compiles fine, but when I try to run the game, I get the following error messages.

Quote---------------------------
Adventure Game Studio
---------------------------
Unknown speech lip sync format (might be from older or newer version); lip sync disabled
---------------------------
OK   
---------------------------
Quote---------------------------
Adventure Game Studio
---------------------------
This game requires a newer version of AGS (3.0.1). It cannot be run.
---------------------------
OK   
---------------------------
Quote---------------------------
Adventure Game Studio
---------------------------
Invalid file format. The file may be corrupt, or from a different
version of AGS.
This engine can only run games made with AGS v2.5 or later.

---------------------------
OK   
---------------------------

Any ideas of what could be wrong? ???
#2
Is it possible to change the speed of an animation while that animation is running? Given the circumstances, I can't change it by altering the game's speed.  It seems like there should be a really simple answer, but I can't find one.
#3
I've made a portrait loop of 24 sprites, so it uses loops 0 & 1 of the view. However, if I have the character say a decent sized sentence, the whole animation cycles through, and the blue cup shows up before repeating the loop. I tried checking if it only happened the first time the cycle repeated by making a really long string of rubbish for the character to say. The results were that the cup chowed up the first time, and then didn't show up again until nearly the end of the long speech.

Any clue what may be going on?
#4
I have set up a situation where my character walks to the edge of a cliff and starts flailing. I want to be able to click the walk icon on a hotspot below the cliff to make the character fall, and above the cliff to prevent the fall. However, I don't know how to override the walking, since "any click on hotspot" doesn't apply to the walk cursor.
#5
In the Sierra games, you could click the ? button on the icon bar, and the cursor would change to a ?. Then you could click on the different buttons and it would tell you what they were. I'm trying to implement the same thing, and here is what I am trying (unsuccessfully) to figure out:


  • When I click on the button, I want the icon bar to stay visible until I click the button again
  • I want the cursor to be set to eModeAbout
  • When I click on the buttons, I just want a description of the button, not to actually do what it normally does (e.g. change the cursor) (I could probably get this part working if I could figure out the other two)
Oh, and the Gui is on Mouse YPos. I tried to do it on Popup Modal, but then I was into code over my head. However, if that is the only way, I guess I'll have to stick to it...
#6
I've looked for a topic that covers this but couldn't find one. I've got custom save and restore dialogs working, but I don't know how to implement the up/down arrows for scrolling through the list. It seems like it should be obvious, but I can't figure it out.




And one thing that was puzzling me:
When deleting items from the dialog, I had the code:
Code: ags
DeleteSaveSlot(SavedGames.SaveGameSlots[SavedGames.SelectedIndex]);
SavedGames.RemoveItem(SavedGames.SelectedIndex);


But when I tested it by saving games with the names 1, 2, 3, 2 (again), 4 and then deleteing them all, 3 appeared when I opened up the dialog again. Any idea why? I've replaced it with the following code, and it now works, it's just not as elegant.
Code: ags
DeleteSaveSlot(SavedGames.SaveGameSlots[SavedGames.SelectedIndex]);
GUIOff(8);
SavedGames.FillSaveGameList();
GUIOn(8);
#7
When animating a character:

Code: ags
character[FROG].IgnoreWalkbehinds = false;
character[FROG].Animate(5, 0, eOnce, eBlock, eForwards);


the character won't go behind the walk-behinds. The baseline is low enough (the bottom of the screen :P), and the character is set to use walk-behinds (see above), but when I run this code, the animation appears in front of the walk-behinds. Is there something I'm missing, such as an option for animations to run behind walk-behinds?
#8
I am wanting to disable the save function (ie. F5) at the startup screen, but still have my Restore option work. I've tried the "Save/load disabled" option, but that won't let me use either of them, and I can't find a script function that will disable the save option.
#9
Hi,

I am helping to make a game that utilizes animated backgrounds, but we're finding that we would like to use more than 5 screens in some rooms. Is there some way to work around this, such as using a video file or animated .gif instead of the 5 frames?

Ryan
SMF spam blocked by CleanTalk