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Messages - viddy

#1
Quote from: InfernalGrape on Thu 16/05/2024 00:07:22Contents of room_RepExec are these, and they are needed to get things of Panorama to work (at least in my experience so far):

Code: ags
Panorama.StandardLookAround(mouse.x);
Mouse.EnableMode(eModePointer);
Mouse.Mode = eModePointer;
Mouse.Visible = true;

Yeah, I'm currently using eModePointer as default cursor, which is why I smiled a bit when you talked about LookAt in you example, and of course I was rewriting it back to Pointer in that case.
So, eh, the "Mouse.Mode = eModePointer; " should be culprit? I'll try moving it to load room or load game event and check... thanks...

EDIT:

Wow! @Khris thank you very much again. Looks like it was really a silly mistake of me putting cursor type choice in room_RepExec.
Now it finally works (also perhaps it was the reason I was not getting results with Module-native solution of SetCursorMapping function... will check that later).
I feel akwards now, but hopefully this might help others in case they'd do same wrong decisions as me... Learning is always a curved road, isnt it...

p.s.

I'm still wondering why my mistake placement was not affecting option from post #100 though (the one that won't allow animation, but still worked for cursor change... is it because mouse.SaveCursorUntilItLeaves is such a strong thing?).

Parsing through these replies that date back too... A time-period where I literally know certain people in my life that didn't exist.
I think it looks like you were successful getting it to work. Does it work now? Could it be possible to share an updated version of this thing that works?
#2
Quote from: Khris on Tue 27/08/2024 10:42:24Not possible afaik.
However actual dialogs do support really long option text. Why not use a dialog for your dialog?

Thought so. I tried to do it with dialog, but the screen would literally be dialog options.  (laugh)
This is for all for a very dumb gag in the game.   

I thought it would be more user-friendly if it was just in a gigantic dialog box versus a black screen with text. Unless there's someway to limit the size of the dialog area and allow for scrolling. I also had the idea early on that because of the amount of options, I would randomize the placement of each option. Which wouldn't be complex at all, but my crashing into this wall has sorta soured my self-esteem on this joke. I hope newer versions will have some options for text formatting.

If all else fails: I do this with buttons and I go insane.
I am willing to do this.
I've done dumber and more complex things for this project.

Quote from: Crimson Wizard on Tue 27/08/2024 11:22:52The dialog option still has a length limit of 150 bytes (150 characters in ASCII, but may be less in Unicode).

So if it has to be longer, this has to be done using a custom solution: a gui, or a Custom Dialog Rendering:
https://adventuregamestudio.github.io/ags-manual/CustomDialogOptions.html


BUT, before going any of these direction, perhaps consider giving an option a shorter name, uncheck "Say" checkbox for that option, and display the actual long text using normal command inside the dialog script instead.


Thanks! I'll take a very good look at this. I actually haven't counted the length limit but I wouldn't be surprised if a few options did go over that limit. And I will also take in your advice.
#3
I have a situation where a character has to select multiple very, very long dialog responses.
They're not going to fit on a single line. That's just not happening. In-order to do this for this sequence, I made a list box and I comically have no idea how to split the text for an item onto two lines. After doing a ton of searching for a solution, I don't even know if that's even possible.

Also my brain now hurts.


I'm not asking help for that. I'm asking-- it's the first stuff I wrote. Up there.

Thanks.
#4
I knew it. I felt like I was going crazy piecing together information as far back as 2013 to 2020. In many ways AGS has a phenomenal amount of information for newcomers. At the sametime, that benefit seems to be a bit of a curse because I'm finding information from threads that existed before I graduated highschool in the early 2000's. I can't imagine the mental gymnastics someone younger than me would go through learning this for the first time. That and the information about the new version of AGS makes me pause a bit wondering if I should wait before committing myself to this current project.
 
Bit of a tangent, I'll get back on track here. Thanks, this worked perfectly. Just had to switch GetAtScreen to GetAtScreenXY because why not.
Consider this, for at least as of Tuesday April 23rd 2024 as solved.  :P
Thanks again.
#5
I feel like I have to pre-apologize for asking this, primarily because it's been either directly asked before or skimmed around, but I'm still at a loss. I swear I've come close a billion times and I'm just missing one thing. I've poured over the help and my brain is officially turned to a form of paste, so please know this ask for help was something I did not lazily dive into.
I do not wish to be asking about this.

All I want is to disable the verbcoin on a specific hotspot. Not disable it for the entire game, just on the hotspots I want to disable it on.


Threads I have read:

https://www.adventuregamestudio.co.uk/forums/beginners-technical-questions/need-assistance-map-modemap-room

https://www.adventuregamestudio.co.uk/forums/beginners-technical-questions/solved-verb-coin-template-using-hotspots-without-verb-coin/

These have helped but I'm not there yet. I'm also confused how relevant these fixes are, and wonder if they may be outdated? I've tried my best attempting to learn hotspot properties, and that method worked... Except now I cant bring back the verbcoin for other hotspots, and turning off the custom property basically turns off the hotspot instead of returning it back to being a normal hotspot.
I have used (I think) just about every disable.verbcoin option I can find in the dynamic help. I have also now probably re-read parts of that help file like a psycho, which means that in my mania to solve this I have probably glossed over something incredibly basic.
Thank you.



And again apologies.
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