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 - pixg

#1
having a really frustrating problem with AGS at the moment,

it keeps telling me certain things are undefined, hotspots and objects.

I've never had this problem before, e.g I have a hotspot called hDrain

at some point i wanted the drain to dissapear so i used the following code

Code: ags

  hDrain.Active = false;
 


it tells, when i try to run the game that :

GlobalScript.asc(696): Error (line 696): Undefined token 'hDrain'

from what i understand this is roughly translated as "theres no such thing as hDrain, you havent made a hotspot called that"

but i clearly have! whats going on?

I even have a code earlier saying that if i stand on the hDrain it will play a certain animation and it seems to be fine with that, which confuses me even more.


#2
I have objects on a desk, a have a man behind the desk, I have created a walk behind area so the the man does not appear to stand on the desk but behind it, my problem is that the objects also obey the walkbehind area and have now disappeared from my view.
#3
I have searched for posts about this and couldn't find any so i'll post this question myself..

I have various characters that i want to speak to themselves or each other as well as walk around in the background and have it not affect my character/gameplay any anyway.
at the moment i am using "SayBackground" and walk with no Eblocks attached to timers, this works quite well with the exception of the speech animation is not played also i can not figure out how to play a speech sound byte to hear them speaking when using "SayBackground".

here is an example of the codes i am using:

Code: AGS

function room_Load()
{
SetTimer(1, 400);
}

function room_RepExec()
{
  int i;
  if (IsTimerExpired(1)){
    i = Random(12);
    if (i == 0) cSweet.Walk(420, 438, eNoBlock, eWalkableAreas); 
    if (i == 1) cSweet.SayBackground("any cake a pound");
    if (i == 2) cSweet.Walk(317, 464, eBlock, eWalkableAreas);
    if (i == 3) cSweet.SayBackground("any bag of crisps a pound");
    if (i == 4) cSweet.Walk(200, 485, eNoBlock, eWalkableAreas);
    if (i == 5) cSweet.SayBackground("these fruit cakes are made by a well known shop, i'm not allowed to say sparks and darts");
    if (i == 6) cTax.Walk(656, 504, eNoBlock, eWalkableAreas); 
    if (i == 7) cTax.SayBackground("mumble mumble mumble");
    if (i == 8) cTax.Walk(463, 504,  eBlock, eWalkableAreas);
    if (i == 9) cTax.SayBackground("grumble grumble grumble");
    if (i == 10) cTax.Walk(697, 516, eNoBlock, eWalkableAreas);
    if (i == 11) cTax.SayBackground("thrumble dumble crumble");
    SetTimer(1, 300);
    }
    
    
    
}



if i just use "Say" instead of "SayBackground" the speech animation is played but the gameplay is interupted.
#4
I have found that the hotspot on an object can be awfully small, because of this it can take several attempts to pick the object up by not clicking the very precise area, this in turn leads people to believe they can not pick up the object and give up after the first few attempts.

I was wondering if there is a way to make the clickable area or the hotspot larger so that it is much easier to pick it up?

Would creating a room hotspot area around the object be the best solution to the pro
blem?
#5
I have a character stuck on frame 2 of his walk cycle, he does not animate when speaking.
he does animate when he walks but then returns to frame 2 (not frame 1 as he should)
his views are set corectly: seperate views for walking and talking and he is standing on a walkable area.
(he is not the main character)

my main character is fine, he walks and talks normaly..

the only differences i can think of is that the non-playable character is set to say something on a timer and my main character is lip synced to certain letters/vowels.



I have had this problem in the past and i figured out how to fix it, but this was about a year ago and i cannot remember how i fixed it :(

would appreciate suggestions.


thanks,
pickle green.
#6
General Discussion / Uploading..where?
Sun 04/11/2012 10:38:06
Wondering if you guys have any recomendations on FREE places to upload my games?
#7
Is there a way to extract pictures, sound files ect from an ags (exe) game file?

I have an old game I created a couple years back on AGS, it wasn't complete and I'd like to finish it BUT... I have lost all pictures, sounds ect that I used to make it.

All I have is:

game.exe
acssetup.cfg
music.vox
speech.vox
winsetup.exe

is there any way I could extract the files so that i could use them again without having to draw and record it all again?

thanks.

#8
I am new to AGS and i'm starting a new game but I find the tiny 320 x 200 screen not much to work with.. I tried setting the resolution to 800 x 600, however after running the game in this setting the character refuses to walk and seems to be stuck in the top left part of the screen....

can anyone tell me if there is anything i need to do to get the guy to walk about normaly in a 800 x 600 screen resolution ?

???
SMF spam blocked by CleanTalk