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Messages - Arjunaz78

#1
Oh REALLY?

Where the video goes after you compiled the games?

Is it we need to put the video inside the compiler folder before compiled it?

well..dude..don't underestimate me because i'm rookie on AGS, besides i think you're  not good enough if i comparing you using the wintermute engine.
#2
Manually you need to place your video file (OGG file) inside the Compiler folder in the main game folder, then in game script (room script) you can call the video by using..

Code: ags

PlayVideo("blablabla.ogg", eVideoSkipEscKey, 1);


p/s: If your video still cannot be played,you need to convert it to other video format such as .wmv .mpg

good luck!  :)

THX.
#3
THX mate..

Beside i've to put a couple of script at the 4 different GUIs and finally it's work perfectly although it's conflict with the default Audio Volume & Game Speed sliders on gPanel gui at the first, then i decide to delete it and replace that with the same custom Audio Volume & Game speed slider (SliderAV & SliderGS gui) graphic & script code.

Well it's very confusing but it's finally works nicely, one more thing..can i use a gamma slider setting/option, together with my custom gui too (gSetting) or it's automatically set on default by AGS editor?
#4
I've create a room that actually a GUI room on my game start menu.
The menu including the 'setting' sub menu that represent,
the audio & game speed option (gSetting),
and for that 'setting' menu i set a custom gui that include
audio & game speed slider.

Unfortunately when i start the game on the very first room,
when i hit the tab that showing the default gPanel gui,
the audio & game speed slider on gPanel
not match the alternate audio & game speed custom gui
that i make at the game start menu.

In other word, the setting i make at the game start menu,
not save automatically,
because the audio & game speed slider
reset to max value (100) itself on gPanel (although i setup the slider
setup value on 50 at gui properties option)
at the first room when the game start.

below is the script that i use for custom
audio & game speed option menu

Code: ags
 
function SliderAV_OnChange(GUIControl *control)
{
 System.Volume = SliderAV.Value;
}

function SliderGS_OnChange(GUIControl *control)
{
 SetGameSpeed(sldSpeed.Value);
}

function ButtonCS_OnClick(GUIControl *control, MouseButton button)
{
 gSetting.Visible = false;
  ButtonNGM.Enabled = true;   // other menu on gui start menu
  ButtonLGM.Enabled = true;   // other menu on gui start menu
 ButtonEXT.Enabled = true;    // other menu on gui start menu
}


note:  SliderAV are the Audio slider option,
           SliderGS for Game Speed slider option,
           ButtonCS is a confirm setting button (OK button)
         

then below is the default Audio & Game Speed option on gPanel
(default setting on AGS Editor)

Code: ags


function sldAudio_OnChange(GUIControl *control)
{
  System.Volume = sldAudio.Value;
}

function sldSpeed_OnChange(GUIControl *control)
{
  SetGameSpeed(sldSpeed.Value);
}


That i miss something or i do a strange scripting?
besides i don't want to set a value on audio & game speed,
what i want is, the player can setup freely on audio & game speed
without a certain value at the game menu option & then the current setting
continues when the game start on first room,
without need to change/setting back the option.

p/s: sorry for my bad English.

THX.
#5
How can i make an auto save games function using AGS editor? what i want is the game autosave when player currently in certain room or certain important event trigger. I found that function comes usefull especially when a long play of games, instead of using manual save games menu.

THX.
#6
AGS Games in Production / Re: King's quest 4
Wed 18/01/2012 13:50:48
Quote from: »Arj0n« on Tue 17/01/2012 18:44:11
Off-topic:
Quote from: Arjunaz78 on Tue 17/01/2012 18:01:13
...besides an already KQ4 remake that currently made by Magic Mirror Games seems to be 'Dead'..(refer to the date of news on their website)  :-[
There project might not be that 'Dead' after all...

On-topic:
Good luck on this project Karens (and team?)!!

Did you mean 'King's Quest: Kingdom Of Sorrow' currently in production by Infamous Adventures are actually the King's Quest 4 Remake??
I know they make another King's Quest Remake but it's looks like are not related to King's Quest 4 original..

What i really mean is the Magic Mirror Games is truly 'DEAD' with their 'King's Quest 4 Remake' project.Only refer to them.

p/s: once again sorry for my Bad English  :P
#7
Owh..Mon Key..did you mean the custom 'Text Overlay & String Text' function that i post it before?you help densming create that function before right??

Besides that my old post still unsolved until now  :P
#8
AGS Games in Production / Re: King's quest 4
Tue 17/01/2012 18:01:13
Glad to hear that you make a remake of KQ4,besides an already KQ4 remake that currently made by Magic Mirror Games seems to be 'Dead'..(refer to the date of news on their website)  :-[

I very like your artwork and it's a great one!!..i prefer you include the dead ends options,because it will become more challange like AGDI use it on their KQ1 remake.  :)

p/s: sorry for my bad English.  ;)

THX.
#9
Yeah i'm facing the same problem too,it's annoying & so confusing when i've already set the "ShowPlayerInRoom" in room property to "false" but when running the game,a player character has visible in the room although i already set it to off/false.

But i can go through that when i just move the player character in the room to go off the screen (room) display (out of room coordinates that looks like the player character unvisible/disable).
#10
Did you try using SayAt function instead of using SayBackground function?
maybe you can try using that function and set the display message using X & Y coordinates.

p/s: correct if i'm wrong,i'm still a 'noobies'  :P
#11
Done..Loud & Clear..Thanks mate..  :)
#12
Thanks guys..anyway it's just confusing me a little & i just found the manual on the topic 'Debugging features' that explain everything on that..just my negligent  :P

The other thing, I've just accidentally hit the CTRL + V and it reveal the popup msg with something like pic below..

http://i.imgur.com/ZfP2V.png

how can i disable it?or not??
#13
How can i disable the Back quote key (`) on keyboard  that can prevent the player/gamers to view the GUI/mouse click code/script & etc. when their press the (`) on pc keyboard?

I want to disabled it but can't find the right script/code to disabled it,besides i can't use the 'ClaimEvent ()' command & 'on_key_press' function through it because it's exlude from ASCII code table in AGS Manual

What i want is the same like the King's Quest 1,2 & 3 games remake by AGD Interactive that prevent/disable the user/gamers to view the code/script from a top of the games screen.

THX.
#14
Glad to hear you make a game like that...currently i working on my third games now that doesn't have a character too..and just have an arrow movement for player to 'walk to' and move...i call it Silent Hill : The Hospital aka Silent Hill mobile remake..

I just following the way like Khris mention before...I just disabled the walk cursor and turn off walkto function to all room but not using script,I just use the cursor properties to disable & turn it off,and finally it works perfectly without syntax error or other error..
#15
Ok..now i got it..thanks mate..  :)
#16
Owh..one more problem trigger now..

I just follow & use the code as you told me before..but the wierd thing comes like picture that i link it below..

http://imgur.com/Qcs6m

Well..below is the code that i've been use..

at the top of the global script i've use:

Code: ags
int room[3];

function SetupMovement(int left, int forward, int right, int back) {

  room[0] = left;
  Button4.Visible = (left > 0);

  room[1] = forward;
  Button1.Visible = (forward > 0);

  room[2] = right;
  Button3.Visible = (right > 0);

  room[3] = back;
  Button2.Visible = (back > 0);
}


For the button On Click i've use:

Code: ags
function Button4_OnClick(GUIControl *control, MouseButton button)
{
 player.ChangeRoom(room[0]);
}

function Button1_OnClick(GUIControl *control, MouseButton button)
{
 player.ChangeRoom(room[1]);
}

function Button3_OnClick(GUIControl *control, MouseButton button)
{
 player.ChangeRoom(room[2]);
}

function Button2_OnClick(GUIControl *control, MouseButton button)
{
 player.ChangeRoom(room[3]);
}


..and finally at the end of the Global Script i've use:

Code: ags
function on_event (EventType event, int data) {

  if (event == eEventEnterRoomBeforeFadein) {

    if (player.Room == 2) SetupMovement(0, 0, 0, 3);  // left, forward, right, back
    if (player.Room == 3) SetupMovement(0, 2, 5, 4);
    }
}


What the real error that cause it? did i miss something?
#17
Owh..thanks again khris..i didn't notice the different of both codes,it seems the same code style that make me confused, but now i got it..thanks again..  :)
#18
I've search the thread about using textbox..

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35336.0

The only problem is,i cannot use a word or should i said alphabet that more than one lwhen using Append & Appendchar..

However i can use it if i use a single alphabet such as number ('1') or ('O') or ('u') & ('t')

I use the code as shown below..

Code: ags
function ButtonD1_OnClick(GUIControl *control, MouseButton button)
{
 ButtonD1.Animate(10, 0, 15, eOnce);
  TBDrawing.Text = TBDrawing.Text.Append('Out')
}


and try to use like this..

Code: ags
function ButtonD1_OnClick(GUIControl *control, MouseButton button)
{
 ButtonD1.Animate(10, 0, 15, eOnce);
  TBDrawing.Text = TBDrawing.Text.AppendChar('Out')
}


but the both of codes doesn't work at all..then i get..

GlobalScript.asc(749): Error (line 749): incorrectly terminated character constant


below is the graphic of that GUIs that i use..

http://imgur.com/6gwCU

Did i miss something or make a wrong way? or i can't use it together with .Animate code?

For your information,  'ButtonD1' is a custom GUIs Button at top right position of the picture and TBDrawing is a custom GUIs TextBox and i use the text parser too for that GUI's but the ('Out') word is not the one in text parser lib.
And i don't use Label GUIs instead of Button GUIs.
#19
Now..it works..thank you very much khris..  :)
#20
I've create a game with no character in it. The game similar to/or like-Myst games that only can move using custom gui arrow key button on click (total 4 arrow button GUI's, including forward,backward,right and left direction).

The question is, can i use a different code to make a player move on all direction without put a long script to it, because it got messy & confusing to myself to edit it along with other and many different games room section,currently i've create total of 19 rooms that include some of arrow gui button on certain room and all of 4 arrow GUI's button on other certain room.

Below is a one of the function on that arrow GUI's button that i use it on GlobalScript.

Button4 is a left button direction.

Code: ags

function Button4_OnClick(GUIControl *control, MouseButton button)
{
    if (player.Room == 3) {
    
      player.ChangeRoom(5);
    }
 
    if (player.Room == 5) {
    
      player.ChangeRoom(4);
    }
 
    if (player.Room == 6) {
      
      player.ChangeRoom(7);
    }
    
    if (player.Room == 8) {
      
      player.ChangeRoom(11);
    }
    
    if (player.Room == 12) {
      
      player.ChangeRoom(7);
    }
}


That means i've to put full/bucket of code on whole function in it while i create a new room right?
That's why i want to know if i can use a different code style (maybe using ARRAY?? or Modules?? or custom Global Variables??) or just continue put the whole of code in it.

THX.

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