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Messages - birenbergg

#1
You're right!

I had always ran my game on Mac from virtual Windows machine, the game was located on shared Dropbox folder. And it had always been working! That's why I never thought the location was the problem.
I copied the game to the desktop and it seems to work fine.

Thanks a lot!
#2
Ok, PM'ed you the link to Dropbox
#3
QuoteWould it be acceptable for you to archive the game folder and send to me to try checking it out?
Sure! Where do I send it?
#5
Quotebirenbergg, can you tell which files are located in _Debug folder?

acsetup.cfg
My Game.exe

QuoteThere's also a hacky way to find out if game data was attached to game.exe. If you open game.exe in a notepad and go to the very end of the file, the last thing you see there should be "SIGE" word.

Where exactly is game.exe file? (If it's My Game.exe located in _Debug folder, then yes, there IS the "SIGE" word!)

QuotePS. Actually, does this happen with any game you start or just one project?

Only one my project which lastly was built with / converted to AGS 3.4.3 P1
#6
ERROR: Unable to find or open 'full/path/to/my/game/mygame.ags'
#7
Oh, I see.

Anyway, I still have this error :(
#8
I have a feeling that there was a patch 4 for version 3.4.3... And the game was built in p4 version and now i try to run it on p1 version and that's the reason for this error.
Do I remember it wrong and there wasn't a patch 4?

Anyway, even if there was a p4 version, I cannot see it on Downloads page, only p1 version.
#9
Quote@birenbergg to clarify, you are doing Build -> Build EXE command, or running in debug mode (F5)? Is there a difference between these two actions?

The Build EXE works fine.
Running in debug mode gives the error.

QuoteAfter you do Build -> Build EXE, is there anything in Compiled/Windows folder?

Yes. Data and Windows folders, with files inside.
#10
AGS Editor .NET (Build 3.4.3.1)
v3.4.3, February 2019

Windows is selected
#11
I'm having this problem right now and this solution didn't help :(
Any other ideas anyone?
#12
Yep, it would be nice to have an HiDPI support for the editor.
#13
It works! Thank you so much!
#14
Hi.

I'd like to implement the following functionality. An NPC aimlessly wanders around the room â€" from point to point â€" and when he stops at the point, a small animation is played.

I tried something like this to make him wander around, which is working.

Code: ags

if (!cNpc.Moving) {
    int x = Random(Room.Width);
    int y = Random(Room.Height);

    cNpc.Walk(x, y, eNoBlock, eWalkableAreas);
}


But when i try to add the animation part (into several wrong places)...

Code: ags

cNpc.LockView(222);
cNpc.Animate(cNpc.Loop, 0, eOnce, eNoBlock);
cNpc.UnlockView();


..it either stops the character's walking around, or freezes the whole game :-/

Any ideas?..
#15
Quote from: Crimson Wizard on Fri 23/03/2018 10:57:24
I answered about Mac few posts above, but in case my reply was not noticed because it got in between two consecutive posts: http://www.adventuregamestudio.co.uk/forums/index.php?topic=55886.msg636583248#msg636583248

Yeah, I saw it. Thank you :)
#16
Quote from: Snarky on Fri 23/03/2018 10:24:07
Quote from: birenbergg on Fri 23/03/2018 09:32:47
Quote from: Snarky on Sat 17/03/2018 09:52:20
There might be ways to build AGS games natively for MacOS, but by far the easiest thing is to run them under Wine/Wineskin.

How do games like Blackwell can be played on mac? Is it some Steam's feature?

Wine is an application that allows you to play Windows games on Mac systems (and other platforms). You can get it here. You might need to install XQuartz first; you get that here. Wine works well with AGS games and Wadjet Eye games in particular â€" I recently played Technobabylon using Wine.

Simply install XQuartz (if necessary), install Wine, and then you can run Windows EXE files on your Mac.

Now, I don't know about Steam. If you can't download the game onto your Mac, or can't access the EXE files, it's gonna be a bit trickier. There are probably ways around that. Or just get the game from somewhere other than Steam.

Nah, the Steam is actually fine, runs WE's AGS games on Mac without a problem.
Sorry if I wasn't clear, this is not my native language :)

By "How do games like Blackwell can be played on mac?" I meant "they can be played, but how was it possible to do?" :)
#17
So, my question about Hotspot's description should have gone like this:

In my game I use the LucasArts template.
Right now, when I hover over a hotspot called "box" the text in Action Line changes from "Walk to" to "Walk to box", etc.
I want to handle the following situation: the player looks at the box and says something like "it's a wooden box". Then I want the description of this hotspot to change to "wooden box", so that when we hover over it again the text would be "Walk to wooden box".
Unfortunately, a hotspot's description (it also refers as Name sometimes) is read-only :( (for years, by the way, and many people asked to change it).

----

So, my solution was:

1. I've added a custom property I called AtlName (type is Text, default value is empty string, applies to whatever you want)
2. Now, there's a built-in function called Game.GetLocationName which indicated an entity (hotspot, object, etc.) we hover over and returns its Name. In the LucasArts template this Name is eventually placed inside a text shown in Action Line, when we hover over a hotspot.
3. The above happens in guiscript in function called CheckDefaultAction in this line:

Code: ags
location = GetLocationName(x, y);


4. What wee need to do is expand the GetLocationName function and replace it.

Code: ags

    //location = Game.GetLocationName(x, y);
    location = CUSTOM_GetLocationName(x, y);


5. The custom function I wrote goes like this (I placed it in the same script file):

Code: ags
String CUSTOM_GetLocationName(int x, int y)
{
    if (GetLocationType(x, y) == eLocationHotspot) // Make sure we hover over a hostspot
    {
        Hotspot* h = Hotspot.GetAtScreenXY(x, y); // Get the hotspot itself
        
        if (h.GetTextProperty("AltName") == "") // If the hotspot has an empty alternative name
        {
            return Game.GetLocationName(x, y); // Just use the default name
        }
        else
        {
            return h.GetTextProperty("AltName"); // Otherwise use the alt name
        }
    }
    else
    {
        return Game.GetLocationName(x, y);
    }
}


6. And of course to remind you how we set the atlname property:

Code: ags

function hBox_AnyClick()
{    
    if(UsedAction(eGA_LookAt)) {
        player.Say("It's a wooden box.");
        hBox.SetTextProperty("AltName", "wooden box");
    }
    else {
        Unhandled();
    }
}
#18
Quote from: Snarky on Sat 17/03/2018 09:52:20
There might be ways to build AGS games natively for MacOS, but by far the easiest thing is to run them under Wine/Wineskin.

How do games like Blackwell can be played on mac? Is it some Steam's feature?
#19
Quote from: Cassiebsg on Sat 17/03/2018 08:46:59
Well, sorry then. I though iOS was Mac's OS... so then I don't know.

If you have watched it, then you need to be more specific with the questions (if you can't find the answer in the Manual).

Let me check the manual and let you know.
#20
Quote from: Cassiebsg on Sat 17/03/2018 08:35:55
Sure, open the Manual (it's provided with every single copy of AGS under Help).

Search for:
1. Hotspot
2. Inventory Item
3. StartCutscene / StopCutscene
4. See point 3 + timers

I'll check this out, thanks!

Quote from: Cassiebsg on Sat 17/03/2018 08:35:55
5. http://www.adventuregamestudio.co.uk/forums/index.php?topic=52219

Hmm, my question about Mac, not iOS. ???

Quote from: Cassiebsg on Sat 17/03/2018 08:35:55
And last but not least: https://www.youtube.com/view_play_list?p=21DB402CB4DAEAEF <-- higly recomended to see it right NOW!

Thanks, but I already watched it. Several times :)
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