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Topics - BlackBaron

#1
Advanced Technical Forum / Bug wiht GUIs
Mon 05/01/2004 03:19:25
For some extrange reason that I can't figure out, after I load a saved game and I try to turn on my GUI number 9, I get the following error:

---------------------------
Adventure Game Studio
---------------------------
An error has occured. Please contact the game author for support, as this
problem is caused by the game rather than the interpreter.
(ACI version 2.60.693)

(Global script line 525)
Error: IsGUIOn: invalid GUI number specified

---------------------------
Aceptar  
---------------------------

just as if it didn't exist anymore.
It's wierd, because BEFORE I load a game, I can turn that GUI on without any problems.

Thanks for your help.

#2
Is there anyway to turn a ".wfn" font file back into a "font." file to edit it with the SCI font editor?
#3
Here's something wierd I've noticed, it's not a big flaw since there's a very simple way to avoid it, but it may turn out to be useful to know why it happens.

I activate the option "Dialog options on GUI" and I set GUI number 2 for that in General Settings.

I don't want the GUI to be "on" until the character says the first lines, so I first call the the "rundialog" function and inside the dialog script I call the "run-script" function to turn on the appropiate GUI.

Now, it turns out that if the "Visible" property of the GUI is set on "Popup Modal", then, after I activate it with the "run-script" function the character stops using its talking animations; it just stands there, using the first sprite of the appropiate view, without changing, while the dialog continues normally.

If I set the "Visible" property of the dialogue GUI to "Normal" (and I turn it off in the "game_start" function), that doesn't happen, i.e. I can use "run-script" to turn on the GUI and the animations go on normally.

I think is also wierd that only the animation seems to be affected.

Could anyone else try to see if it is just my game?

As I say, is really easy to work around that bug, but I think it shouldn't happen.

I hope this can be useful to someone.

Thanks, cya.
#4
The option "Characters turn before walking" is really cool, unfortunately it only works when you walk. It would be nice to have a similar option for the functions FaceLocation and FaceCharacter, maybe 2 new functions: TurnToLocation and TurnToCharacter.


Thanks a lot.
#5
I think this are more beginners questions, but I posted them in that forum and after a few days I couldn't get a satisfying answer  :( .

1) I have a GUI similar to that of Monkey Island 2, and I will probably want to make a translation after my game is finished. Instead of using images for the buttons, I put a label with the apropiate text over the button, that way when I later make my translation I just have to change the text on the labels (on the tranlation file) instead of using new pictures (I don't use button's text because label text are easier to manipulate, for example, I can't change button text's color during running, or can I?) I just want to be sure if that's the best way to do that.

2) I've been searching trough the help, tutorial, posts, etc. and I can't find help about how to configure the box where I select my conversation topics. I activated the option "Dialog option on GUI", but that only lets me have a background for the options, I can't configure the font color, the Y position of the first line, etc. Can stuff like that be done? or do I have to program my own script for converstions to do that?

Thanks for the help.  (And sorry for breaking a bit the rules).
#6
I've been searching trough the help, tutorial, posts, etc. and I can't find help about how to configure the box where I select my dialog options.

I activate the option "Dialog option on GUI", but that only lets me have a background for the options, I can't configure the font color, the Y position of the first line, etc.

Can anybody help me? ???

Thanks a lot.
#7
I have a GUI similar to that of Monkey Island 2, and I will probably want to make a translation after my game is finished.
Instead of using images for the buttons, I put alabel wiht the apropiate tex over the button, that way when I later make my translation I just have to change the text on the labels (on the tranlation file) instead of using new pictures (I don't use button's text because label text are easier to manipulate, for example, I can't change button text's color during running, or can I?)

I just want to be sure if that's the best way to do that.

Thanks for the help.
#8
I don't know how hard are these things to do and surely something like this it's already in you schedule but it would be nice that eventually you could have more control of the pictures in the Sprite Manager, i.e. that you can delete unused sub-folders, that you can drag-and-drop pictures among sub-folders to reorganize them and, if possible, that you could reasing the number on a sprite.

I think I've seen this before, but I'll say it anywa now that I'm on this...
It'd be nice too if you could delete unused views in the View editor.

Thanks a lot.
#9
Does anyone has, or can tell me where to find, the fonts used on Monkey Island I or 2, or Indy Jones FOA? (I specially need the one used in the bar that tells you what actions are selected).

There's a link to a German MI2 GUI in the AGS site, and some TrueType font comes with it, but there are some minor problems with those fonts that I can't fix because I don't have a TrueType font editor (so another solution would be telling me where to find a free TrueType font editor ;) ).

I also have all characters in a PCX and I could use the SCI editor to make them myself, I just wanted to know before I started if anyone could save me that trouble.

Thanks a lot!
#10
I want to activate some script when the cursor goes to Wait mode, so I tried adding in the function repeatedly_execute() the following


 if (GetCursorMode()==7) {
   ...some code...
 }
 else {
   ...some code...
 }


But that isn't working, it seems that what's inside that if never triggers.
I also tried using this:

 if (IsInterfaceEnabled()==0) {
   ...some code...
 }
 else {
   ...some code...
 }


and I tried this too:

 if (IsGamePaused()==1) {
   ...some code...
 }
 else {
   ...some code...
 }


But I had the same results, the code inside the ifs never triggers.

I figured that while the cursor is in Wait mode, the interface is disabled and the engine doesn't call the function repeatedly_execute() at all. Is this true?

Is there an easy way to do that?

Because the only alternative I can imagine is defining a couple of functions that do the necesary code and calling them before and after every single time I call a function that I know will turn the cursor into Wait mode, but that would be REALLY inefficient and may not work sometimes (like when is the engine itself that pauses the game).

Thanks for the help.

#11
Hi, I'm trying to do something in AGS and I'd like to use the jungle in Dinky Island (4th part of Monkey Island 2) as a model. For that reason I'd be really glad if someone could help me find a saved game at the beginning of the 4th part or the ending of th 3rd.
(I could get there myself but I'm too lazy to do that right now)

If someone likes to help me, please post here first and then I'll PM my email.

Thanks a lot
#12
It would really nice to have independent 'x' and 'y' speeds on characters.
It would also be nice to be able to change the speed of acharacter with its scale.
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