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Messages - Baguettator

#321
Hi there !

That online tool is nice, but I encounter a problem : I'm french, and the texts in my game use àéèê letters, and they don't display normally in the app. Is it possible to have them displayed as intended ?
#322
The problem is that some lines of translation appears like that in the tool now :

Code: ags
Ranged attack: Range 1-3, 1 die, 3+, 1 Damage\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\[His line of sight in buildings has no limit, as in a Street Zone


And the text wanted is :

Code: ags
Ranged attack: Range 1-3, 1 die, 3+, 1 Damage

His line of sight in buildings has no limit, as in a Street Zone


So I hope that it will display as intended, but the translation isn't finish to test it... And moreover, it is very unpleasant to see that :)
#323
Hi !

I use this tool very useful, but I encounter a problem :

I make a french game, and when I want to translate :

Code: ags
Salut, je m'appelle Fredy.

Et toi tu t'appelles comment ?


(so this text is on several lines)

I manage to write

Code: ags
Hi, my name is Fredy.

And you what is your name ?


I used ctrl + enter or alt+ enter to jump the line.

But when I save/reload the file, the translator displays :

Code: ags
Hi, my name is Fredy.\[\[\And you what is your name ?


And each time I save/reload the file, it adds a \ next to the [.

Any explication for that ?

#324
Hi there ! I would like to download this module , but the link seems to be dead... Any reason for that ?
#325
Thanks I understand now !

To test it, which folderthe editor uses as the "game folder" ? I mean : before I compile the game. If I want to use something similar as Khris's code :

Code: ags
Listmusics.FillDirList("musics/*.mp3");


Where should I create the "music" folder to be able to test it before compiling ?

EDIT : Oh, and sorry, I found that I could do another thing, but I need help for that :

Is it possible to create a PlayList with the MP3 audio files used with the function PlayMP3File ? I managed to do something with a Listbox (and randomly choose the index's string), but I don't know how to choose another clip when the first one has finished.

EDIT 2 : I found a "playlist module" on this forum, but it is old and the download link is dead...
#326
Interesting, thanks Khris !

It is the second time I see things like "$SAVEGAMEDIR$" to indicate location directory.

Is it possible to indicate other directories than "$SAVEGAMEDIR$", "$INSTALLDIR$" or "$APPDATADIR$" ?
#327
Crimson : it is always easier and more "immersive" to configure that in-game :)

So I will try that command. But another question : is it possible to "scan" audio files in the game folder and to put them in a listbox ? Like the player could choose which music to play with the list ?
#328
Hi everyone !

Is it possible to allow the player to choose which musics he wants to be played in game ? Like he could put his files somewhere and the game choose one of them to play at a moment.

I read something about the File commande or CDAudio command, but it doesn't seem to work with that. (at least the CDAudio could work, but it is too limited for users that don't have any CD player)
#329
Many thanks !! It was set to "false", and I didn't know anything about that parameter. It works great !!!!!

Thanks again, and have a good night !
#330
Hi everyone,

I am creating a game in 1920*1080 resolution, and I managed to use labels to edit texts on game's events (managed with GUIs), with that method, I don't need to use hundreds of sprites and my Game is not too much heavy.

My question is : why using fonts like "Gorri Sans", the texts are ugly ? I mean I can see the pixels...

How can I get the text quality the same as if it was a sprite with the text written on (with photoshop for example) ? Labels are so useful, but it is sad if the texts get ugly... :)
#331
It seems to be the same error.

I think I come from a computer bug, informatic incredibly so magiiiic... It does something you don't know how, but it is a bug... :)

Well, I made a copy of my previous backup, renamed it, opened it and I replaced the files corresponding to scripts.

With that, I got the scripts as I lastly used, and I just had to re-add the new sprites and rework a bit on the GUI and functions to get it as i was before the error.

So, dear users of AGS : YES, make backup often ! Because, I wanted to do a back up, "just after a little time of work", but before this little time of work ended, the error occurs... :)

Thanks for you all !
#332
I am so afraid... It seems that my game can't be launch again, and I don't know why... Maybe a bug occurs just before I close AGS (I remember something appears strangely, like I saved the game, and the window showing the script disappeared... Don't know why, but I saved and then, just can't launch the game...

The only thing I can do for the moment, is to create a new game, create exactly the same number of rooms and the same scripts with the same name, then quit the game, copy and overwrite the "fake" scripts of the new game by the scripts of my original game. This way I can get again all the code I wrote. I have tested for the Global Script, it works : when I overwrite the blank Global script of the new game by the Global Script of the original game, and I open then the new game, the global script has all the code I wrote before.

The only problem is for the Sprites... I have to reimport all of them manually, and reassign the correct number for each script that involve sprite's number.

And for all the others stuff : characters, views... Maybe I have to recreate all of that...

If the error is in the user.config file, is it possible to modify this file and correct the error ?

I hope sooooooo much... :)
#333
Thanks Khris, but when I delete the file (I cut it and paste it on the destop by precaution), and I launch AGS, I try to load my game, but AGS doesn't work (it says : "Element racine manquant").

I tried on the same version of AGS installed on another computer, same result...

Anyway other solution ? Or explication ?
#334
Hi everybody,

I was working on AGS this morning, I closed it, and when I tried to launch it again, an error occured, and AGS doesn't launch.

I think my game has been effectively saved, and no damage in it. It is at the beginning when AGS is launching that the error occurs.

The beginning of the message :

System.Configuration.ConfigurationErrorsException: Echec de l'initialisation du système de configuration ---> System.Configuration.ConfigurationErrorsException '.', valeur hexadecimale 0x00 est un caractère non valide. Ligne 9, position 1.
(C:\\Users\Guillaume\AppData\Local\AGS\AGSeditor.exe_StrongName_mqpdv5kqypl2dezfmjnjxse4zvfvse2h\3.5.0.24\user.config line 9) ---> System.Xml.XmlException '.',valeur hexadecimale 0x00 est un caractère non valide, Ligne 9, position1.

Then it is a lot of stuff I can't write, maybe I could insert an image in a post to show you, but I don't know how to do it ?

Any idea what happenned ? Is it possible to repair ? Or a safe reinstall should be the solution ?
#335
When you say "after using", you mean after "dynamicSprite.release" ? Or just before quitting the game ?

Because it takes place in the memory of the game, and it is getting more and more space in memory until I play the game and don't delete the dynamicsprite ?
#336
Hello !

I got a question : using and testing my game, I compiled it, test it for a while, and when I quit the game, a warnings.txt appears, and it's written inside :

QuoteScript : (room:1)[G 2788] Dynamic sprite 290 was never deleted
Script : (room:1)[G 2788] Dynamic sprite 291 was never deleted

In Room 1, I don't use any dynamic sprite, but I use some in other rooms, and when I quit the game, it is always in Room 1. That's maybe why it is written "room 1" in the "warnings.txt" file.

But I don't know what is it and what does it mean. Anyone has an idea ?

It is like now it is written "Dynamic Sprite 290", but the previous time I tested the game it was "Dynamic Sprite 288", etc... Maybe I have a hundred of Dynamic Sprites that I have to delete because it takes a lot in the memory of the game ? I don't know anything about that...
#337
Found out how to do that without using structure : I used enum for a function parameter, and it was perfect ! I discovered how to use enum, it is sooooooo useful !

thanks for the help !
#338
Advanced Technical Forum / Re: Game's Size
Sat 08/08/2020 08:48:21
OK, I will try that. So I have just to choose "Compress sprites" in the General Settings, then Compile my game, and that's all ?
#339
Okay, I see and start to understand your approach.

The problem is that the buttons have the same sprite, so I can't use the sprite to "identify" if it is a button for a garage event, or a salon event...

By Structure, you mean that I can create a structure for buttons ? And having something like "button1.garage" to say "the 1st button of the room is for a garage event" ?

I don't know a lot about structures, can you give me an example please ?

The room types are : garage, salon, chambre, cuisine, wc, rangement, bureau. So I imagine that with a structure I can define "properties" for buttons (like bool garage, bool salon etc...), and then set the properties of the buttons in the function that randomly choose them and, depending of the background, place them there or anywhere else.

EDIT : I don't know how to declare structures and how to configure them, that's what I want to say :p
#340
Maybe I have found out how to get that working !

Is it right if I create 2 pointers, and if I write something like that :

Code: ags
Button *pionobjectif;
Button *type;

// In game start function :
pionobjectif=gAffichage.Controls[1].Asbutton;
type=gAffichage.Controls[1].Asbutton;

if (pionobjectif == type) 
// Do something


Is it correct syntax for that ?

Because I want to do that : (Assuming that I created an array of pointers : pionobjectif[10];

Code: ags
function Objectifs(int pion, int nombre, Button* type1, int xtype1, int ytype1, Button* type2, int xtype2, int ytype2, Button* type3, int xtype3, int ytype3, Button* type4, int xtype4, int ytype4)
{
  int o=Random(nombre-1);
  if (o==0)
  {
    type1=pionobjectif[pion];
    type1.Visible=true;
    type1.SetPosition(xtype1, ytype1);
  }
  if (o==1)
  {
    type2=pionobjectif[pion];
    type2.Visible=true;
    type2.SetPosition(xtype2, ytype2);
  }
  if (o==2)
  {
    type3=pionobjectif[pion];
    type3.Visible=true;
    type3.SetPosition(xtype3, ytype3);
  }
  if (o==3)
  {
    type4=pionobjectif[pion];
    type4.Visible=true;
    type4.SetPosition(xtype4, ytype4);
  }
}


So I need to script : type1 (or type2 or type3 or type4) is pointing to the same button as pionobjectif[pion]. By this way, if as a parameter I write garage[1] for type1, I can call the function that creates an event for the garage type !! :)

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