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Messages - Alynn

#521
Ok I am making a 16 bit game... and I check the pallete to make cross hair colors on my inv items, I want a white dot with dark red (128 value, or 15 on the pallete checking util on ags)

the numbers are:
White = 65503
DrkRed = 30720

So I plug those into the editor, I then saved and had to go to work and closed out AGS...

I come back to work on my inventory interactions and noticed the values of the crosshair colors are now

Dot:  -33
Crosshair : -32768

The crosshairs don't show up at all with those numbers...

It looks like the numbers "wrapped".

CJ could you take a look at this?
#522
This is my FaceDirection(int ch, int direction) function...

Code: ags
function FaceDirection(int ch, int direction) {
  if (direction == F_UP) {
    FaceLocation(ch, character[ch].x, character[ch].y - 50);
  }
  else if (direction == F_LEFT) {
    FaceLocation(ch, character[ch].x - 50, character[ch].y);
  }
  else if (direction == F_DOWN) {
    FaceLocation(ch, character[ch].x, character[ch].y + 50);
  }
  else if (direction == F_RIGHT) {
    FaceLocation(ch, character[ch].x + 50, character[ch].y);
  }
}


The F_ are just constants for use with the function... for the most part, I have no problems with this, however when called in this block of code (Inventory on inventory interation)

Code: ags
if ((player.activeinv == 1) || (player.activeinv == 2)){
    DisplaySpeech(ALYNN, "Paper covers rock! I win!");  
    FaceDirection(ALYNN, F_DOWN);
    DisplaySpeech(ALYNN, "Maybe I should quit playing with myself.");
  }


The first speech is displayed... when I click to remove it, the game shows the wait cursor, and sits there... and thats it... when I alt+X out of it it is stopped at global script line 14 which is the line

FaceLocation(ch, character[ch].x, character[ch].y + 50);

Which... anytime else... it works fine, it only seems to mess up during inv to inv interations... my game is also set to turn before moving, so I don't know if that has anything to do with this... or it has something to do with the inv gui being open

If it is the GUI then I would like to offically make this a bug report...
#523
Another method of the non repeating the animation is as simple as

1) Give me the item.
2) Give me the item.


at the beginning you can only see option 1) upon completing the animation at the end of the dialog script turn off one and turn on 2... 2 will do the basic same thing, without running the script... Also by putting them right next to each other, it will stay in the same place (orderwise) with the other options.
#524
If by mountain and river one, you mean at the very beginning where it is labeling the parts of the world; then it's not off at all.

That is what RPG Maker RTP looks like I actually built that map in rm2k, hid the hero, and took screen shots of the water animating Then imported it into AGS...

So if that's what you mean, that's exactly what it is supposed to look like.
#525
yup all the folders, they are nowhere to be found...
#526
Sorry, forgot to do this last night...

http://linuxbocks.com/astroedit/download/agsfnt0.ttf

There ya go... I went ahead and just gave you the one in my game folder instead of searching through my font folder...
#527
Well, after I found out about it today I havn't closed AGS (as I was in the middle of editing when I found out that little problem, so I'm afraid of it happening again...

HOWEVER, I just did a save, and check the files, and  ac2game.ags, ac2game.dta, were updated to the corect time, I'm asuming the spr file is only saved if anything new was added to the sprites, and the last sprite I added was 2 hours earlier, so that is the right time... all the backup files are timed just before that....

So I guess maybe it was just a hiccup (my term for odd things that happen probably 1 in a million chance with the hard drive working, and memory usage, so on and so forth...)
#528
2.35GB free... so I know I'm not low on disk space....

and it was a room script

However, the inventory scripts I did last night were not saved... and a couple of the global script changes I made...

And nothing is read only.

Oh and I did test the game quite a few times last night while making sure all the interactions I was adding were correct, and everything worked like it was supposed to...
#529
Yes they did... I made the view (which disappeared as well but I figured that had to do with the sprites going bye bye)

And I believe I did them one at a time...

I also found that the inventory icon I imported last night was gone (same number problem) and that was a one time import...

Also, that inventory item I made last night disappeared alog with the sprite that went with it... and all the interactions I had set up last night...

All in all it looks like my game file got corrupted... but not badly enough to kill my entire game... But I hope that info helps
#530
Ok, I seemed to have lost the 13 sprites I imported last night into my game, not a huge deal, at first I thought I didn't save, however, All the scripting I did last night for the view to work in the sprites I made last night were there. Well that was strange, but since I only lost 13 sprites, I wasn't too worried, I could just reimport them... so thats what I started to do... which worked fine

Then I tried to change their sprite numbers to what they were last night, and lo and behold, it said that sprite number already existed...

So what it seems to me, AGS still sees the sprites numbers, but they arent showing up in the sprite manager...

Is this a bug, or is there a fix that someone knows about that they can enlighten me with (**BTW AGS 2.6 SP1 version**)

EDIT: Oddly enough the first sprite still shows up in the room as an object, but if I try to change it it says the sprite doesn't exist... so I really don't know what is going on anymore...

Also, I can add new sprites with no problems, just can't change the numbers to what I had them last night.
#531
Or make the character sitting actually positioned in front  of the chair baseline, (so he will appear in front of the chair) at the same time with him positioned behind the table baseline... ... not sure if its possible with your setup but that is what I would do... (even though you found an interesting bug...)
#532
Actually It wont allow me at all and I am using V2.60 SP1 and setting the gui position where y is greater than 239 it says you can't place the gui there...  But that is if your room is 239 pixels high.... if it is bigger you can theoreticly place it off screen... same works with X if the room is bigger than the viewport the scrolling can work fine....

I didn't bother to try smaller values, but for certain the GUI can NOT be place anywhere that is better than the rooms width and height...
#533
I dont know if it still does this or not, but uncheck the boxes on the bottom... I believe AGS imports them backwards... That may have changed, but I remember playing with it and that seemed to be what it did.
#534
I'm glad you liked it.... It's gotten a good response from my RM2K buddies over at the other website... Now I have a bunch of them asking to have cameos in the game... Looks like I may have to come up with a second game after this one just to fit everyone in....

But thats for later....
#535
Advanced Technical Forum / Odd midi problem
Tue 30/03/2004 05:04:49
Ok I am using a certain midi in my game, the midi itself works fine, and is stopped using a StopMusic() command... however after that all my other midi's sound... strange.... almost as if the first midi had a certain controller event that didn't get fully released when StopMusic is called, messing up all of the following midi's.

I looked around for other midi's of the same song, but they were all either had the same problem (same midi). Or they wouldn't play at all on AGS...

the midi that causes the problem (if i take the midi out and don't play it the problem with the others never occurs) can be found here

The second one on the same website doesn't play at all on AGS for some reason... (this is the website which I got the midi

Thanks for the help...
#536
http://linuxbocks.com/astroedit/download/downloadc.php

HORRAY I finally got the Creditz plugin and everything else finished....

Get it at the link above... tell me what you think :)
#537
Quote from: AJA on Mon 29/03/2004 17:17:35
Now I can honestly say that it's sort of AGS's fault :D

I'll do some tests...

Well I dont know anything about writing plugins for AGS, but I do program and this occurs to me.

Since it seems that when the background is refreshed (redrawn or whatever) it gets rid of the ghost trails... so how about forcing AGS to refresh the screen immediately after drawing a set of credits for static, and refreshing upon every move of the credits with scrolling...

I say this assuming that you can force AGS to refresh the screen with a plugin... so it may not be possible at all
#538
Ok... If i happen to let my cutscene go until there is talking and i hit esc... the game freezes and has to be Alt+Xed out of... my speech is set to no auto remove... I know it does it on my game.... so.... just reporting it
#539
Yea I use the Kristen ITC TTF font (I know XP has it, dont know about other OS's)

I'm guessing thats why the snail trail behind the scrolling font

It does it too with static fonts, but it isn't near as noticable just a few pixels here and there....

EDIT: The new reset sequence works beautifully!!!! Now just a few more things and I can release the intro upon the masses :)

BTW even with the small bugs it's a great tool, best part is how much file size it cuts down on for not needing graphical credits.
#540
sorry I was in the middle of changing things around when I decided to post... those 2's should be 1's....
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