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Messages - Alarconte

#21
The game seems incredible, hope you finish it the way you liked, I will very forward to play and love it!
#22
Ok, I just see that the problem is the music.

If there is no music, there is no problem. But I don't know how it can be the problem.

Anyway, after the conversion from 3.0.1 to 3.2.2, I have a lot of problems with music; a lot of times the music stops when a sound is triggered... I think I would have to set the new propierties of all music clips.. arj, and see If I fix the errors!

Thanks!
#23
I simple replaced the "playsound(19);" for "aSound19.Play()" and it does the exact problem... and now it crashes on all the options of this script, not only the red-colored part :S
#24
MMm, the problem persists;

And I'm not sure if is about the sound. Anywhere says that has relation to the sound... Was only a assumption, 'cause the problem talk about "channel 8..."

sure anybody know nothing?
#25
Are you suggesting that maybe when this part of the script fails, is because more or 8 sounds were playing at the same time, maybe?

I will check the new commands for sound, looking after a way to solve it, thanks!
#26
Nobody knows what is about? If I mess around, I will finally simply let it with no sound... and is not a good solution xD
#27
The relaunch of my old game have been get totally low profile in the AGS games in production... Just everybody talking about the new (sure GREAT) Blackwells... Aix... xD
#28
Thank you, after some problems with this command and the rest of the code, I finally give it and use Display for only this kind of message, 'cause isn't related at all with the history, is related with the correct user interface, so I keept it separate from the labels that explain interactions.

Lots of thanks to all of you!
#29
Never said that label.text were a function... I'm saying that I'm gonna work with that Without creating a function to work with it xD

But this I tottally don't get it.
QuoteAlso you'll need to use String.Format to parse in Strings/integers/shorts/etc

I have been soo much time away from AGS... but if you're talking about wrinting "L1.Text = "xxx";" rather than L1.Text(""); , yes, I already know, I don't know why I copied te thing in this way.

the thing I was saying, is that in the model
Quote
DisplayMessage("Please use another word for '%s'.", Parser.SaidUnknownWord()); }// %s will be replaced with the unknown word and printed on screen
this work, but this not:
Quote
L1.Text = "Please use another word for '%s'."; Parser.SaidUnknownWord(); }// %s will be replaced with the unknown word and printed on screen
That is the thing I need to get working

anyway, for the moment, I created the user interface that I need (clumsy but working)
#30
Thankyou!

Leet's see. I have a difficulty cause I has a script that worked well in Display but not in label, is the next:


Quote
L1.Text("Please use another word for '%s'.", Parser.SaidUnknownWord()); }// %s will be replaced with the unknown word and printed on screen

the error is that in the label it writes "%s", not the work in question. Anyidea? If not, I could simply ignore this and don't use the %s..


#31
Customized text windows isn't usefull, as I think I explained in the first post.

I will work with the label.Text, if I can work only with it withouth using a function, thanks!
#32
Hi! I really try to do all the things by myself, but the functions and some retroactive-permanent things not-clumsy, I don't really get it. xD

Well, I'm doing a sort of text adventure, and the next step is simply to put all the in-game messages in the aproppiate zone of the game.

I realised that the Best choice, is to make a function that everytime I use Display [c](better Display than Say, cause I want the dialogs with other characters in a complete different way, kind WholeScreen conversations...)[/c] it automatically shows the message in XY coordinates with X-X wide and lenght. I know there are commands to do this, but I don't really know how to override the normal use, and to make it automatic.... Or well, put the message in a label in a GUI (I normally do it manually, but is too much work for doing the game this way.. I think is better with a function.

I want an specific font and color, so the label is right to me, I think the colors on display messages aren't customisables... or I'm wrong? :S

Moreover, I also need that the Displayed message stays unerased until a next text is invoked. Maybe in the future I will use a "acumulative log" in the way of conversational adventures, If I find the way to do it, but for starts, this will be in handy.


so... I don't to be this a post Do-the-work-for-me, but I'm really lost, If you don't mind to helpme a bit orientating me the way to make it... I will be very gratefull, thank you!
#33
Yo can't fight the big biggle-bogle twinky ones!

Me neither!

snif...
#34
ACI version 3.21.1115)

Crash Error:
Crossfade Out channel is 8 but the channel is gone.


It's a problem after the conversion from 3.0.1 to 3.2.1.

I'm... I'm guessing the problem is something about different sounds... but I don't know why crashes.

I will dump yo all the script, with green the scripts that works perfectly, and in red the script that crashes.. Cause you will see that they uses the same sound:
Quote

function room_Load()
{
  aMusic17.Play();
if (IntVar_Huida == 1) object[0].SetView(50,0);
if (IntVar_Huida == 2) object[0].SetView(50,1);
if (IntVar_Huida == 3) object[0].SetView(50,2);
if (IntVar_Huida == 4) object[0].SetView(50,3);
}

function room_AfterFadeIn()
{
if (IntVar_Huida == 1) // Huida en caza civil
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("Atención, caza civil, identifíquese inmediatamente o sera abatido, el Crucero está en alerta roja de huída");
  cEgo.Say("Mierda... con esta chatarra no podré llegar muy lejos");
  object[0].Move(240, 182, 4, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  player.ChangeRoom(95, 2000, 2000);
  }
if (IntVar_Huida == 2) // huida en transporte de carga
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 2, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("Atención, transporte; indique la carga y la destinación");
  cEgo.Say("Ahem.... Provisiones de munición para los cruceros escolta");
  cCt.Say("Buen intento, fugitiva, pero no se permite la salida de transportes de carga cuando el Crucero esta en alerta roja por huída");
  Display("Te aferras a los mandos y das máxima potencia  al Transporte, pero como no tiene capacidad de salto ni niguna otra nave a la que huir...");
  object[0].Move(240, 182, 3, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  player.ChangeRoom(95, 2000, 2000);
  }
if (IntVar_Huida == 3) // HUIDA CON SPHYNX
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("¡Atención caza Sphynx! ¡No tiene autorización para despegar!");
  cEgo.Say("Maldición, ahí os quedais, chicos, Espero que estos nuevos cazas sean realmente rapidos");
  object[0].Move(240, 182, 4, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(30);
  PlaySound(19);
  Display("Pero parece que la capacidad de maniobra de un Sphynx era mucho menor que la de un U-figther o incluso un Hermes, con el que quizás hubieras escapado con vida...");
  player.ChangeRoom(95, 2000, 2000);
  }


if (IntVar_Huida == 4) // HUIDA CON HERMES
  {
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("¡Alto ahí caza Hermes! ¡No tiene autorización para despegar!");
  cEgo.Say("Jajaja, pues lo lleváis claro si creéis que me vais a dar con esas torretas; ¡Nos vemos!");
  object[0].Move(400, 300, 6, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  PlaySound(19);
  Wait(100);
  player.ChangeRoom(13, 148, 117);
  }

}



I repeat to say, that the Sound and the music works in all the green parts of the script, but BEFORE the sound plays in the red script, the game crash with the window: Crossfade Out channel is 8 but the channel is gone.

thank you for helping!
#35
Hi!

I Need betatesters for my old but about to release game:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34663.msg453503#msg453503

Send me a PM and I will text you with the links, when I fix a pair of minor problems

The game is in Spanish, so... In part is important to know spanish to get to the end! But I will publish a walktrought if is needed!

My interest is not only about bugs, it's too about gameplay
#36
Hi again people!

I'm starting to work in the scripting of the second part of this game... That means that I need to realease the first game!

Well, my programmer let me down in the work of the second arcade for the game... but isn't was very important.

I need betatesters now, but sorry, the language is Spanish right now; This is cause I'm in work of make better the conversations (a loose and not much worked thing right now, I was busy with graphics and scripts..)

I will post this "demmand" too in the Need Help thread, but I first put in here so everybody can see that the game is alive and ready to launch!

Anyone interested, please PM me and I will send him the link and a copy-pasted instructions xD

thank you!
#37
Well, they where invisible, but I don't know why there were clickable with rigth button and not left button.

Now is SOLVED!

A thing of the AGS version conversion I think... I just only Replaced the invisible sprites with themselves again... and now works :S

I will check the other problems... so see what is happening.. But at last seems that I'm gonna finally publish the game!
#38
I was checking the entire game... for an odd reason, maybe 5% of the GUIs aren't visible, when before the AGS version conversion they were. Also, the music stops randomly, (usually after skipping text with the mouse). Also seems that my Auto-savegame system have been disabled. I'm gonna have to check it deeply to make it work 100% again... And the problem is that I don't know the cause of some GUIs being invisible... At first, second and third glance, xD, I don't see the reason ... :S
#39
Weel, I see that the mouse is ok.

At first, the Gui visibility was, "normal, initially off". I changed to "normal, initially on". and "Always". It never displays...

In the same way I get another visibility error with inventory in the conversion from 3.0... to 3.2.1; the items in inventory are invisible. Maybe are only a thing of Zorder... But I will check it later.

Maybe the sprites can be deconfigurated his transparents colors of something?

but .. the strange thing is that is not "on" and "invisible", Cause if I Left-Click where it has to be, don't work. BUT If I Right-click (not something that has to happen, never happened), It's seems like the right click activate the start button.... It's a complete mess, I don't know what is happening :S

EDIT: Finally, yes, the GUI is On... but is Invisible... And I don't know why. In the gui description the transparency is 0, and by script is visible :S And I don't know why, still invisible, it works with right-click but not with left click... :S
#40
Well, If you tell It can be done, I will confide in that and check the options.

Now I'm stranded, trying to finish the old game  with the new AGS version... I even been capable of show the Start Menu, And I don't know why...

Look at the code, please.

Quote
function room_Load()
{
 aMusic5.Play();
SetSonidos();
oLeen.Transparency = 100;
gMenuinicio.Visible = false;
mouse.Visible=false;
}

function room_AfterFadeIn()
{
Wait(20);
int trans = object[0].Transparency;
while (trans > 0)
 {
 trans -= 2;
 object[0].Transparency = trans;
 Wait(1);
 }
Wait(20);
oLeen.Clickable = false;
gMenuinicio.Visible = true;
mouse.Visible = true;
}

function room_Leave()
{
gMenuinicio.Visible = false;
}

function on_key_press(int keycode)
{
if ((keycode == 27) && (gIntro.Visible == true)) gIntro.Visible = false;
if ((keycode == 27) && (gExit.Visible == true)) gExit.Visible = false;
if (keycode == 363) ClaimEvent();
if (keycode == 9) ClaimEvent();

Problems: The GUI don't show even if I remove the first Visible = false, and put the GUI to originally show always...
And the mouse too show when by script is supposed to not be shown :S
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