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Messages - Kikutaâ„¢

#1
Hey.

I've created two text boxs, differents, in the same gui, implemented the their instructions. Everything went well except the fact that when I click in one TextBox and start writing, the same thing appears in both of them. I could, in fact, split them into 2 differents Gui, but I don't want. :P

So, does anyone here had a smilliar problem ?
#2
Well, I've thought in re-using the same objects, but I would be very hard and troublesome. Adjust an image by his size to a certain pixel can be very troublesome, yet doable.

About the Gui thing, I've already thought that. Sure, it's the most logical anwser and it would have endless possibilities, but it wouldnt work in this case;)

So, an easy way to deal with this and with future problems, would be asking CJ (who has done a brilliant work in AGS) to raise the object limit a little more:)

As I said, I'm not looking for an awnser to deal with the problem, I just wanted to know if the object counter could be raised.
#3
Thank you very much strazer.
#4
Quote from: GarageGothic on Wed 04/05/2005 15:34:50
You don't have to use object oriented scripting - or change your scripts. 2.7 is backwards compatable. If you're just too lazy to download.. well, I give up ;)

I know don't have to use ^^Ã,  But i'm like this. It the next ags is object oriented, i dont to have 2 typs of coding in my game. So, i would make myself change every code line i ever made :P


Quote from: TerranRich
Does v2.6 even support floating numbers? I did not know that.

You can't declare a var as float, but I think you can obtain float numbers.
#5
too lazy to download, and too lazy to change all my script :P and i prefere 2.6 rather than an object oriented ags :P
#6
I hvae the ags 2.6 . And this version of ags doesnt have the FloatToInt function.
#7
I'm tring to convert, in ags, a float var into a int.
In C, i use the floor, that uses math.h

So, how can i import a C++ lib into ags ?
#8
Yep. They are not crypted. But i did one thing. I've made a file that is called Data.dlc. This is a regular txt file , but with a different extension. I won't be crypting it. It would be a perfectly wast of  time :P
#9
Interesting. It would definitly work that way. Thanks.
#10
Excelent idea! I never though of that. But there is one problem. The var would be accessible to everyone. Picture this, a child takes over a pc (from his brother) acidently opens the file and write random stuff in it :P

I would rather access it within the game, that writting in a file. But that's for your idea. It's workable ^^
#11
Hello!

I would like to know if there is any possible way to get a value from an int var used in a saved game.

I want that because I need to get the time played in a saved game (the time is stored in tempo_jogado var) , to be displayed when the game starts (before loading the saved game).

Thank you.
#12
Thanks Ashen and thank you RickJ. I shall try what you have said ;D
#13
1. i've put this in the room's repeatedly execute.
Code: ags

// script for room: Repeatedly execute
a=Random(30);
AnimateObject(0,1,a,1);


I've made that , if the player stand in the region, it would do
Code: ags

if (GetObjectGraphic(0)==152) SetAreaLightLevel(1,110);

The object has only two frames. The first one is 0, and the secound is 152.
And yes, my character is affected by the area lighting.

2. Thanks!!! I've searched everywhere! How could i miss that? Thank you very much.

3. Yeah, i've made it before the functions. But, I have many values beeing assined in the top of global script. Wierd thing. I'll try that, thanks.
#14
Hi :)

Ok, i got several questions.

1st-> I made a lightbulb blink in a cenario. I made it as an object, instead of using the background animating. The lightbulb blinks randomly and it has sound. It's all ok, except on thing. I've made a region below the light, so as it blinks, the character gets the light. But since it's random, it's a bit difficult. I've code this :
Code: ags

if (GetObjectGraphic(0)==152) SetAreaLightLevel(1,110);

Teoricly, it works, but it doesnt work. I dont know if the problem is from the function AnimateObject.



2nd-> I've made a costume inventory screen. Everythings works fine, except one little thing. If the inventory item image is too big, when i click in the bottom part and lright part of it, it reacts as if it's clicking on nothing. I think that if the image is bigger than 50*50 when you click out side the 50*50 area , the on_click_event doesnt run (i think!)

Is there anyway i can change it ?

3rd-> If i copy the example of StrCopy to the beggining of the main global script file, it gives " parce error". I dont know why. The code is :
Code: ags

string message;
StrCopy(message,"This is a message"); 

Anyone knows why does this happen ?


That's all! Thank you for reading this, and sorry about my english :P


#15
This is probably a stupid question. Was that on BFAQ all along, or did you just update it?Ã,  ???
#16
Hi, I've been having this problem since I started making my game, I searched the forums
for a solution without any luck.

Most of my objects wont align
exactly where I want them to, they usually jump a pixel or two to the left or right,
whether I position them manually or with scripting.

Pixel perfect alignment is necessary due to the nature of my objects. in order to avoid
aliasing on them I save the object PCX with the surrounding area of the room.
So if the scenery area of the object doesn't fit perfectly with the actual scenery its
easy to spot the mistake.

My game is 640x480 32bit, and my desktop resolution is 1152*900

Any help would be appreciated.
#17
I also have an extensive code on my repeatedly_execute() and the game , in 32 bit in 640*480, works fine :D In my good computer, and in a shity computer.
So, i would say, dont worry about the amount of code you insert. At least that's my opinion.
#18
well, i have a transparent gui.
Try converting the image to .targa, in 32 bit, and use the alpha channel. It worked for me :P
#19
Thanks! I've discovered it myself just right now.

I am very sorry, but it's not the first time this happens.
I spent , like, one hour, searching in the help file for something, and i cant find it.
I decide to post here, and when i post, i continue searching and i find it whitin 1m after posting. I hate when this happens.

Thanks again, and sorry for the post :P
And yes, the name i've given to string was nome_save, and 'SetTextBoxText(8, 0, "");' was just a stupid test ^^, but thanks.
#20
I am trying to do my inputbox, instead of Ags default one, but i cant understand a thing.

I've created a new Gui with a TextBox. When i call the gui, i can instantly write on the textgui, but if i press "enter", it doesnt do a thing. I was expenting that, so i scripted in "on_key_press" event, this :

Code: ags

if (IsGUIOn ( 8 )==1){
                if (keycode==13){
                                     GUIOff( 8 );
                                     GetTextBoxText (8,0,string);
                                     SetTextBoxText(8,0,"");
                                      }
}


But when the TextBox is up, it ignores the key_press, which is obvious.
So, my question are: can i do my own InputBox, or if i can, where can i script the "press enter" in TextBox to do something?
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