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Messages - lilinuyasha

#2
I can't even open the room in the editor, so i guess it's definitely corrupt. Damn. I'll have had to have made it thrice. That's moderately annoying.
#3
Hey there.

So I'm testing out my game and I have to go to a room that has lots of flashing backgrounds. It's a rave, basically. Whenever I try to open the door, however, I get an error saying "Error: !load_room: not enough memory to load room background". This didn't used to happen before, and it's frustrating since I've remade the room once before. Here's a full error log:

Error: !load_room: not enough memory to load room background
Version: AGS 3.3.3.0

AGS.Types.AGSEditorException: !load_room: not enough memory to load room background
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#4
Hey there. So I keep getting an error that says "Error: Load_Room: Inconsisten blocks for object names" and I'm not sure what it means. I didn't have this error with my previous code, attached below:

function room_LeaveRight()
{
  player.ChangeRoom(5, 950, 895);
}

function room_AfterFadeIn()
{
  cVinyl.FaceCharacter(player, eNoBlock);
  object[0].SetView(15, 1);
  object[0].Animate(1, 1, eRepeat, eNoBlock, eForwards);
}

But after adding one line, it all goes to hell and I'm not sure why.

function room_LeaveRight()
{
  player.ChangeRoom(5, 950, 895);
}

function room_AfterFadeIn()
{
  cVinyl.FaceCharacter(player, eNoBlock);
  cVinyl.Animate(2, 0, eRepeat, eNoBlock, eForwards); (Added line)
  object[0].SetView(15, 1);
  object[0].Animate(1, 1, eRepeat, eNoBlock, eForwards);
}

So uh...what's the deal?
#5
hm. I seemed to have missed that. I was looking at "speed" in the dynamic list and it didn't come up. Thanks!
#6
I tried searchign for this and couldn't find anything, so here goes.

How would I mkae a character walk faster than their normal walking speed? I'm trying to have a guilty character Dash out of the room as fast as possible, which seems really anticlimactic at her normal walk speed. How would I make this faster?

note:I don't have running (Actually, given that they're all ponies, galloping) animations.
#7
It worked! Thanks, man!
#8
That seems pretty complicated. I'll try it when I get back to my working hours.
#9
I just got back to AGS after taking a short sabbatical.

Now, I'd like a specific dialog to start only after a character that had been following the player enters the room. I know this is going to be an "Enters after fade in" if/then statement, but I'm not sure of the proper command to check for it.

The characters script name is cAngel, and is following our character. After checking dynamic help, i can't seem to find a "Character enters room" function or similar.
#10
I tried the whole "saybackground" command, but when I do, it skips the dialog completely and resumes with the next "Pinkie:asjfags" dialog line. I've resigned to just having her speak inbetween the characters, but is there a way to just have her background talk IN a dialog?
#11
Hey there. I was wondering if it was possible to have multiple dialogs going on at once. For example, have the annoying character speak in the background while the other two characters talk for a bit and then try to get away. Is that possible? Do I just start a dialog within a dialog?
#12
Thanks. I'll probably post a question in here about if/then statements later. I've forgotten everything ._.

[edit]

Yes, I remember my questions now. DoOnceOnly. How do I make clicking on a character run the dialog once? WHat's the proper syntax? I tried (If click on character Game.doOnceOnly(dTutorial2.start) but it gives me weird errors.
#13
I suppose I include the brackets as well?
#14
Hey there. it's been a long time since I've used AGS, and I've significantly decreased in my skill level.

I want a particular hotspot (hHotspot2[for all intents and purposes]) to be enabled only after I click on my character (cPinkie in script) with the hand. (IE Interact).

I've tried writing a hHotspot.enabled=true; command within the dialog (Properly tabbed of course) but it said something about an undefined token.
In order to try and get around this, i tried doing a Game.DoOnceOnly function to only do that dialog once, then enable the hotspot after. I kept getting some weird errors there, too. Currently, the hotspot is disabled (That much of the code works)but I want it to be enabled after dialog dTutorial2 finishes. I don't think a "Hasoptionbeenchosen" command would work since there's no option in the second dialog.

Anyways, if there's a way you could help me figure out how to run that dialog once, enable the hotspot for the rest of the game, and get me a girlfriend I'd greatly appreciate it.
#15
I've just decided to keep the black spots in, since they're mostly even and don't really detract from the gameplay.

That being said, is there a way to center the stage?
#16
My only issue now is that since some rooms are different sizes, I will occasionally have a black part of the screen (WHich is no problem most of the time. I just worry that seeing blackness, all consuming, never ending on the left or right parts of the stages seems a little tacky and unprofessional.)
#17
Increasing resolution is a much better thing. I was stupidly unaware of how to do that. Total noob here, apparently. Thanks, guys.
#18
Hey there.

So I've been importing some Hi-resolution backgrounds, and more often than not, they're really, really big, and my characters are really, really small. As such, I can't see all of the room and it takes away from the feel of what i wanted to do. Using the scaling thing just makes them looks like giants while still hiding the room.

One solution I found was simply to resize the image down until it worked. My question, however, is if there's a way to simply make the entire room visible without changing the HD resolution of it? I can deal with pixelated backgrounds, but I'd rather have the HD feel. Is there a way to do this? Does my question make sense?
#19
My sprites were transparents. I ripped them directly off of "Desktop Ponies" If you';re familiar.

I have no idea if my sprite has aliased edges. How do I import with alpha transparency?
#20
It's been a long time since I've done anything with AGS, so I decided to give it a go again. I remember having this issue in previous versions, but when I preview the .gif file I wish to import, it's perfect. Everything works perfectly. When I quick import gif files, however, the sprites get damaged and seem to cut out noticeable chunks of the sprite. Is there a way to fix this? If I have to break the gif into each of its individual sprite frames and import them that way, so be it, but I'd rather just be able to quick import gifs without damage.

I have noticed that while all sprites suffer some sort of damage, some are worse than others. Sometimes, it's just the whites of the eyes that get taken out. Other time, a huge square of the head goes missing. If you'd like me to attach pictures of the monstrosities being created by missingno, apparently, reply as such and I'll make sure to include it. Until then, what are your suggestions?
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