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Messages - Albert Cuandero

#121
There is one more setting we didn't try, as far I as I know  ;)

If you go to "Advanced Settings" in the game setup, you can adjust the amount of memory used by AGS. At least in my version it defaults to 10MB, so if for some reason, your system is loading slow maybe you could set this to match the total of your loaded files. This should improve perfprmance, I suppose...
#122
Look the

RemoveWalkableArea and RestoreWalkableArea chpters in the manual.

I would put it in the regions Interactions, somthing like this (assuming your area is #3):

Player walks off region - run script - (edit script) RemoveWalkableArea (3)

Player walks on region - run script - (edit script) RestoreWalkableArea (3)

In the room's main interactions you can specify if the door should be open or closed when the character enters the room.

romm/settings/interaction editor - Player enters screen bef/aft fade-in - run script - (edit script) RemoveWalkableArea (3)
#123
I would make a copy of the game, then delete the last thing I did in the room in question and see if it gets better.If no delete the next thing (or the whole room). This way you should be able to isolate the bad code in no time.

When the slowdown occurs, are other programs affected as well?
#124
It is exactly the same thing as displaying a different message when the player loks at the Hotspot for a second time.

If you use the interactoin editor you must think as the AGS thinks. It does not choose the first true option and then stops (except you tell it to stop there) but goes on doing whatever is true at the very moment.

Thus for this you should use a variable ("Game-Set Variable value") make a variable like chest_open. It starts at 0 so all you need to do is:

-Condition - if chest_open is 0, open it, give points, add items blahblahblah, set chest_open to 1

-Condition - if chest_open is 1, open it, display message, close it.

Note that defining just one general thread (with points and items addition) and one conditional won't work.
#125
Thanks Darth Mandarb

"A picture is worth a thousanf words" - how true!

Exactly what I meant!
#126
Sorry, Hotspot, but we are talking past each other here... (might be because I am not native in eglish)

When I run the 640x480 game in a window, I get a 640x480 window in the middle of my 1280x1024 screen -right?

If I run the same game in full-screen, I get a 640x480 window filling my 640x480 screen.

Now 640x480 looks, to my taste, crappy on a 17"

I would like to know if I can have: a 640x480 game, in the middle of a 800x600 window, itself in the middle of a 1280x1024...
#127
That's what I meant - then it stretches the picture all over the screen, making it look blocky...

I mean full screen AND original pixelsize
#128
I just had a look on your game...

I know what you mean - the guy does a slight "shuffle" while changing feet - is it what you mean?

This is not a technichal problem I think.

You can solve this effectivly only by changing the animation frames. Let someone walk up and down in front of you and check how the weight shifts and the legs move. The forward leg does not move back but stays still (knee bends though) and the behind leg pulls in front of it.

A matter of practice (my characters sometimes look like they are walking in a marching band, by the way  :D)
#129
Beginners' Technical Questions / Window size
Tue 24/08/2004 18:26:33
Hi all!

Sorry if this has been posted before, but I really can't find it anywhere here or in the manual:

Can I change the the game to run in a maximized Window BUT keep in the original resolution?

I mean, I want a black border around my 800x600 or 640x480 pictures that covers all the rest of the screen.

I find it very annoying to either play surrounded by my desktop (spoils the mood) or to stretch the image to full screen (*yuck*)

Please don't tell me to set game resolution to 800x600 and use only 640x480 images - I already figured that one out  ;D
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