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Messages - Ghostlady

#1
Thank you for all this info. I'll make the changes and get back to the tester for more details.
#2
I just ran it with those settings, 1920 x 1200, moved the game over to a newer wide screen monitor. It did put the black bars along the sides but it didn't look bad at all. So I am not sure what happened with the tester.
#3
Here is the option in the Winsetup
#4
The reason I ask is because during beta testing someone changed the resolution to 1920 x 1080 and they said that it looked awful so they went back into Winsetup and changed it back to 640 X 480.

It is a very old game that has been imported into the current release so I don't know if that came into play or not.
#5
Since the game I am creating has a resolution of 640 x 480, is there a way to disable the higher resolution options so that a player cannot pick them?
#6
Those lines were not really disabled, they were showing in the script, that was a commented out duplicate. I didn't catch it all. But this shows more code. I had a weird symbol showing up in the code before so I don't think I caught it at all.  But good news! It is working now.  Wow that was crazy.
#7
Neither of these work.  The last one throws the cursor at the top left of the screen.

Code: ags
//x = mouse.x + 10;
//y = mouse.y + 10;


if (x + gGui9.Width > System.ViewportWidth)
    x = System.ViewportWidth - gGui9.Width;

if (y + gGui9.Height > System.ViewportHeight)
    y = System.ViewportHeight - gGui9.Height;
#8
I do have that option enabled.  Now it looks like it is going to middle of the screen.
#9
I did a search on the whole global script and that's the only place gGui9 is referenced.  I am for sure it is the overhotspot text.
Could it be the "old" game coming into play?  The resolution or bitrate?  It's bit me before.
#10
How weird you can't see my screenshots. I can create a little YouTube if you need to see it.

Here's the code: I removed the int x and int y because there was already an int at the top of the script.

Code: ags
x = mouse.x + 10;
y = mouse.y + 10;

if (x < 0)
    x = 0;
if (x + gGui9.Width > Screen.Width)
    x = Screen.Width - gGui9.Width;
if (y < 0)
    y = 0;
if (y + gGui9.Height > Screen.Height)
    y = Screen.Height - gGui9.Height;

gGui9.SetPosition(x, y); // <---- notice how SetPosition is using previously calculated x and y
#11
I changed Mouse X & Y to 10 instead of 20 and that helped. But none of this fixed the cutoff on the right-hand side of the screen.  It still looks the same as the first picture I posted.
#12
This one with the new code looks better but seems a little too low and too right.  Potentially could disappear from the screen if mouse is moved lower.

#13
I have two images for each inventory item.  One very small that sizes correctly to the room and used for the cursor. Then a larger size that goes into the inventory box.  This code is from 2004. I didn't go through the whole game and change things except where needed. Are you saying this can be done where the inventory items are defined?  I think the new things I've added I did that.  If so I could probably update all the inventory items and remove that code pretty easily.

In reference to an above comment about naming conventions, I learned that the hard way when I have to go through the list of gui's and figure out what is what. Second time around with this game and I now name them so they are easily recognizable but didn't go and rename all the older ones.
#14
I am posting everything in the repeatedly execute function in the global script. There is a bunch of commented lines due to me trying things.

Code: ags
#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  
//Old cursor logic 
//  if (GetLocationType(mouse.x,mouse.y) > 0) {
//     if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
//  else {
//     Mouse.UseDefaultGraphic(); }
//Old cursor logic end  

//New cursor logic 
  if (GetLocationType(mouse.x,mouse.y) != eLocationNothing) {
      if(Mouse.Mode!=eModeUseinv)  {
//      if (player == cWoman)  Mouse.UseModeGraphic(eModeDapHandU);
      if ((player == cWoman) && (!IsGamePaused())) Mouse.UseModeGraphic(eModeDapHandU);
//    if (player == cWoman)  Mouse.ChangeModeGraphic(eModeInteract, 485);
//    if (player == cMan) Mouse.UseModeGraphic(eModePointer); } }
      if ((player == cMan) && (!IsGamePaused())) Mouse.UseModeGraphic(eModePointer); } }
//    if (player == cMan) Mouse.ChangeModeGraphic(eModeInteract,  16); } }
   else { Mouse.UseDefaultGraphic (); }
   //New cursor logic end
     
  if (player == cWoman) {
     StrFormat(herscore,"  Puzzles:  %d",GetGlobalInt(10));   
     ScoreHer.SetText(herscore);
     ScoreHer.TextColor = cWoman.SpeechColor; }
   
  if (player == cMan) { 
     StrFormat(hisscore,"  Puzzles:  %d",GetGlobalInt(20));   
     ScoreHim.SetText(hisscore);
     ScoreHim.TextColor = cMan.SpeechColor; } 
 
//  x = mouse.x + 20;
//  y = mouse.y + 20;

//  if (x - gGui9.Width > 320) { 
//      x = 320 - gGui9.Width; }
//  if (y - gGui9.Height > 200) { 
//      y = 200 - gGui9.Height; }
//  gGui9.SetPosition(mouse.x, mouse.y);

   if (x < 0)
      x = 0;
   if (x + gGui9.Width > Screen.Width)
      x = Screen.Width - gGui9.Width;

  
//  if (mouse.y > 240/2) y = mouse.y - 20;
//      else y = mouse.y+10;
//  if (mouse.x > 320/2) x = mouse.x - 20;
//      else x = mouse.x+10;
//  gGui9.SetPosition(mouse.x, mouse.y);

  if (player == cWoman) {
      charcolor.TextColor = cWoman.SpeechColor; }
  if (player == cMan) {
      charcolor.TextColor = cMan.SpeechColor; }
      
  if(gGui1.Visible) {
    if(   mouse.x < gGui1.X - CLOSING_DISTANCE
       || mouse.x > gGui1.X + gGui1.Width  + CLOSING_DISTANCE
       || mouse.y < gGui1.Y - CLOSING_DISTANCE
       || mouse.y > gGui1.Y + gGui1.Height + CLOSING_DISTANCE)
          gGui1.Visible = false;
          gGui3.Visible = true;
  }
   
  if (player.ActiveInventory == icigarbox) mouse.ChangeModeGraphic (eModeUseinv,  46); 
      else if (player.ActiveInventory == ijarcinn) mouse.ChangeModeGraphic (eModeUseinv, 295);
      else if (player.ActiveInventory == ijargarlic) mouse.ChangeModeGraphic (eModeUseinv, 296);
      else if (player.ActiveInventory == ijarcloves) mouse.ChangeModeGraphic (eModeUseinv, 297);
      else if (player.ActiveInventory == imatch) mouse.ChangeModeGraphic (eModeUseinv, 371);
      else if (player.ActiveInventory == ipicklejar) mouse.ChangeModeGraphic (eModeUseinv, 248);
      else if (player.ActiveInventory == icuestick) mouse.ChangeModeGraphic (eModeUseinv, 262);
      else if (player.ActiveInventory == irifle) mouse.ChangeModeGraphic (eModeUseinv, 292);
      else if (player.ActiveInventory == imousetrap) mouse.ChangeModeGraphic (eModeUseinv, 259);
      else if (player.ActiveInventory == imusicbook) mouse.ChangeModeGraphic (eModeUseinv, 254);
      else if (player.ActiveInventory == icowboyhat) mouse.ChangeModeGraphic (eModeUseinv, 258);
      else if (player.ActiveInventory == ioars) mouse.ChangeModeGraphic (eModeUseinv, 286);
      else if (player.ActiveInventory == itape) mouse.ChangeModeGraphic (eModeUseinv, 277);
      else if (player.ActiveInventory == iislandpic) mouse.ChangeModeGraphic (eModeUseinv, 390);
      else if (player.ActiveInventory == ikey) mouse.ChangeModeGraphic (eModeUseinv, 284);
      else if (player.ActiveInventory == igrisgris) mouse.ChangeModeGraphic (eModeUseinv, 134);
      else if (player.ActiveInventory == igrisspice) mouse.ChangeModeGraphic (eModeUseinv, 135);
      else if (player.ActiveInventory == iknife) mouse.ChangeModeGraphic (eModeUseinv, 383);
      else if (player.ActiveInventory == iberyl) mouse.ChangeModeGraphic (eModeUseinv, 301);
      else if (player.ActiveInventory == icheese) mouse.ChangeModeGraphic (eModeUseinv, 370);
      else if (player.ActiveInventory == iTeacup) mouse.ChangeModeGraphic (eModeUseinv, 391);
      else if (player.ActiveInventory == ibourbon) mouse.ChangeModeGraphic (eModeUseinv, 281);
      else if (player.ActiveInventory == isugarcubes) mouse.ChangeModeGraphic (eModeUseinv, 52);
      else if (player.ActiveInventory == ijulepglass) mouse.ChangeModeGraphic (eModeUseinv, 283);
      else if (player.ActiveInventory == icompletejulep) mouse.ChangeModeGraphic (eModeUseinv, 55);
      else if (player.ActiveInventory == ipitcher) mouse.ChangeModeGraphic (eModeUseinv, 279);
      else if (player.ActiveInventory == imint) mouse.ChangeModeGraphic (eModeUseinv, 60);
      else if (player.ActiveInventory == igrstopper) mouse.ChangeModeGraphic (eModeUseinv, 69);
      else if (player.ActiveInventory == ipinkstopper) mouse.ChangeModeGraphic (eModeUseinv, 70);
      else if (player.ActiveInventory == igrstopperbg) mouse.ChangeModeGraphic (eModeUseinv, 71);
      else if (player.ActiveInventory == ipinkstopper2) mouse.ChangeModeGraphic (eModeUseinv, 72);
      else if (player.ActiveInventory == isoap) mouse.ChangeModeGraphic (eModeUseinv, 400);
      else if (player.ActiveInventory == ieasel) mouse.ChangeModeGraphic (eModeUseinv, 261);
      else if (player.ActiveInventory == istone) mouse.ChangeModeGraphic (eModeUseinv, 267);
      else if (player.ActiveInventory == ivoodoodoll) mouse.ChangeModeGraphic (eModeUseinv, 271);
      else if (player.ActiveInventory == ifurniture) mouse.ChangeModeGraphic (eModeUseinv, 273);
      else if (player.ActiveInventory == isetvoodoo) mouse.ChangeModeGraphic (eModeUseinv, 275);
      else if (player.ActiveInventory == ipeppermint) mouse.ChangeModeGraphic (eModeUseinv, 290);
      else if (player.ActiveInventory == iteapepper) mouse.ChangeModeGraphic (eModeUseinv, 407);
      else if (player.ActiveInventory == igemstones) mouse.ChangeModeGraphic (eModeUseinv, 408);
      else if (player.ActiveInventory == igemstonesc) mouse.ChangeModeGraphic (eModeUseinv, 408);
      
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
#15
When I use that code, it puts the text on the other side of the room.  See image. The cursor is on the doorknob on the bottom to leave the room but the text is on the far right at top.
#16
It's in the repeatedly execute area.  I did have the X and Y set to -20 but I changed it to 10.  I did a search on the script and did not find any other references to that gui.
Yes it does run through that code.
#17
I have text getting cut off on the far right hand side of the screen when it is close to the edge when it displays the label on a hotspot.

I've messed with it and can't make it stop.  Screen resolution is 640 x 480.
gGui9 is the overhotspot gui. It's dimensions are 90 (w) x 80 (h) and its label 88 (w) by 78 (h). 

This is what I have in the global script:
Code: ags
  if (mouse.y > 240/2) y = mouse.y - 10;
      else y = mouse.y+10;
  if (mouse.x > 320/2) x = mouse.x -10;
      else x = mouse.x+10;
  gGui9.SetPosition(mouse.x, mouse.y);

#18
Thank you, this will help.
#19
I made the speech gui a higher number and that worked.  I was thinking it worked in the reverse order. Thank you very much for your help.
#20
Currently, the speech gui is sitting at 6 and the overlayhotspot gui is sitting at 9. But both are showing at the same time.
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