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Messages - BigHairyEyeball

#1
Quote from: Khris on Wed 20/09/2017 09:18:04
I was actually about to ask you whether you only uploaded the exe file but then decided not to ask that because I thought it's insulting... (roll)

Hey, like I said, I'm a complete newbie at this. I read the documentation and couldn't find the music.vox file, so I just threw caution to the wind and tried my best. :D It's fixed now, anyways, so I can't complain. Soon as I get some feedback, I'll post it up here for you guys to check out!
#2
Quote from: Crimson Wizard on Wed 20/09/2017 01:51:29
Quote from: BigHairyEyeball on Wed 20/09/2017 01:46:41
Ah, that might be what it is. I've just been sending out the EXE, not the associated Winsetup or audio.vox. Again, stupid newb question - will the person receiving these files need to do anything special to implement them? Or will it be okay if the file is just in the same folder? Sorry to seem so inexperienced, but this is the first time I've done something anything like this.
Yes, you need to send them all, because they are all part of the game. Audio.vox contains digital audio and winsetup is a setup program. Without winsetup.exe player won't be able to configure the game (well, there is a way, but it requires additional manipulations that are not obvious).
No additional actions needed usually, players just unpack the archive. Then they may run winsetup to change configuration or just run the game.

That's all I needed to know. Thanks, Crimson Wizard. :D I owe you an alcoholic beverage of your choice, amigo/amiga. :D
#3
Quote from: BigHairyEyeball on Wed 20/09/2017 00:34:55
Yeah, that's where I'm getting it from, as far as I know. I go in there, grab the .EXE file, and save it to my various upload folders and whatnot. The guys who've volunteered to playtest the game says the game works fine - except for the music. And yeah, it's only the music that doesn't play - the sound effects work just fine. As for Winsetup, I don't think I've even touched that, beyond changing the screen resolution.
Ok, so it is not you who does not have the music, but another person? You say you "grab the .EXE file", what do you have in your uploaded package exactly, is it just exe, or other files too (vox, cfg)? Normally you would copy everything from Compiled/Windows folder (except debug logs "warning.log").
[/quote]

Ah, that might be what it is. I've just been sending out the EXE, not the associated Winsetup or audio.vox. Again, stupid newb question - will the person receiving these files need to do anything special to implement them? Or will it be okay if the file is just in the same folder? Sorry to seem so inexperienced, but this is the first time I've done something anything like this.

Quote from: Crimson Wizard on Wed 20/09/2017 01:17:38

No. Also, there is no 4.3.0...

Sorry. 3.4.0. I'm a little lysdexic.
#4
Quote from: Crimson Wizard on Tue 19/09/2017 23:53:37
Where do you take final games files from? In 3.4.0 that should be Compiled/Windows. Are you sure that you did not disable music in winsetup? Is it only music that does not play (do other sounds play, if you have any)?

Yeah, that's where I'm getting it from, as far as I know. I go in there, grab the .EXE file, and save it to my various upload folders and whatnot. The guys who've volunteered to playtest the game says the game works fine - except for the music. And yeah, it's only the music that doesn't play - the sound effects work just fine. As for Winsetup, I don't think I've even touched that, beyond changing the screen resolution. Do I need to update the engine? Will that effect my game if I built it in 4.3.0?

#5
Quote from: Crimson Wizard on Tue 19/09/2017 22:55:02
What is the exact version of AGS you are using?
Note: music.vox is a deprecated name from AGS 3.1 and earlier. Now it is called audio.vox.

Looks like I'm using the 3.4.0 version. How does that affect how audio/music is complied?

... also, I really dig your username, considering the game I'm building is about wizards in red deserts. :D Just throwing that out there.
#6
I'm just about finished with my game, and have gotten it to the point where I want to distribute it, but after I hit the COMPILE button and build the EXE, the game no longer plays my music. I've read up on the wiki as to how to fix this ( http://www.adventuregamestudio.co.uk/wiki/Distributing_your_game ), but I'll have to be honest, I don't quite understand it; I can't seem to find the "Rebuild VOX Files" option anywhere in the editor, and the Compiled folder for my game only shows an audio.vox, not music.vox. I'm a little green when it comes to this kind of stuff, so how do I ensure that music gets loaded with my game when I send it to someone else?

Thanks in advance!
#7
Ugh. Didn't work. Thanks anyways. I'll start plumbing through the 9Verbs master document again later tomorrow night and see if I'm missing anything; if I don't solve it by Monday, I'll just rework my narrative/story and code around it. Appreciate the help!
#8
Awesome. As soon as I get back from the office, I'll give it a shot. If this doesn't work, I'm going to have to get creative with my story - next time I make a game in AGS, I'm sticking to Sierra Style and that's that. I appreciate all the help, man. ;-D;-D;-D
#9
Sorry, got swamped with work over the past few days, so I haven't been able to get back to this or the game for a while - but yeah, everything else is working fine. All the .SAY lines go off, the object swaps visibility, and the bodyguard's on a walkable area - it's just the bodyguard doesn't move an inch. I'm having no problems moving the main character (cMonk), either; MovePlayer works just fine for him. It's getting the NPCs to move that seems to be the issue. No idea what's going on.
#10
Not a problem. Here's the code as it stands now.

Code: ags

function room_FirstLoad() {
    MovePlayer(73, 125);
    cBodyguard.Say("No, wait! Don't let the--");
    aGemdoor3.Play();
    object[0].Visible = true;
    cBodyguard.Say("-- door close.");
    Wait(15);
    NPCGoToCharacter(cBodyguard, cMonk, 4, eDirectionRight, eBlock);
    cBodyguard.Say("Great. Now we're BOTH trapped in here.");
    
}


Still not sure what I'm doing wrong, but this is my first attempt at building a game AND serious coding, so I don't doubt I'm missing something extremely simple.
#11
Dang. It doesn't work. I don't get an error for the code, and the AGS builder says everything's valid (and suggests, as usual, what to put where), but my NPC still isn't moving. Any suggestions?
#12
Thanks! I'll give it a shot later tonight, after I get this puzzle coded in. If nothing else, you've pointed me in the right direction; the documentation gave me the format, but for me it's always better to see a live example and extrapolate from that. I owe you a blue cup of whiskey!
#13
... And it was solved by ignoring the 9verbs coding format and just doing things the old-fashioned way. Still works, so I can't complain!

Sorry it took so long to get this updated, but thanks for all the help you guys gave, even if I just went with "cCharacter.Walk" in the end. :D

_____

Hello again!

I've been trying to crank out my game for this deadline, but I could use some pointers on scripting animation. As the title says, I'm using the 9Verbs style to build my game, but I'm having a little trouble understanding how to get an NPC to move from one place to another. I'm obviously doing something wrong, so I was hoping someone could give me some advice.

The code I've been using comes straight from the 9Verbs tutorial document. Here's the code as it exists there:

Code: ags

int NPCGoToCharacter(Character*charidwhogoes, Character*charidtogoto,
eDirection dir, bool NPCfacesplayer, int blocking);


I'm using it on a character with an ID of 7 (character name cBodyguard) who needs to walk to the main player (cMonk, with an ID of 0), but can't seem to make it work. The code I've actually typed in last looks like this:

Code: ags

7 NPCGoToCharacter(cBodyguard*7, cMonk*0, 4, true, eBlock);


I'm obviously doing something wrong here. Can anyone help me? Or is there a workaround?

Thanks in advance!

- BigHairyEyeball
#14
... got it to work. Also, figured out that I've been forgetting to use the event handler on my screen whenever I create a changeroom function. Holy shnike.

Don't code tired, kids.
#16
How do you check the player's Y coordinate? Is there a specific line of code for it? I literally am teaching myself as I go, so some of the particulars are beyond me.

In addition, this may sound like a weird question, but has anyone had any problems with the LeaveRoom functions in rooms after using a hotspot to transition from one room to another? I've got this one area where you click on the middle of the screen to advance to the next room, but after that room, the LeaveRoom code isn't working for some reason.

Sorry to be such a pain about this. I literally spent the whole evening banging my head against the code and nothing seemed to work.
#17
Basically, I'm setting up a "trap" the player has to solve - the player needs to retrieve an item to progress in the game, but walking forward triggers a trap that kills him. I've got everything else worked out, but I can't seem to find the bit of code that tracks when the character walks past a certain point on the board. i.e., if the character walks past 122 on the y coordinate, an event starts. Is there a line of code that controls this?

Thanks in advance!
#18
Gracias, gracias - I think I'm going to fit in well here. :wink:
#19
Yup. Right smack dab in the middle of all the various cursor types. They're 14 x 14, and I put the cursor hotspot around 7 x 7. I've managed to get it working a bit by fiddling with the hotspots, but the cursor still hops around when I select Use. Is this because of something to do with the 9Verbs thing? Or something else?
#20
Oh, and in case anyone was wondering, yes I have worked with the cursor hotspot on the inventory items; I've set the hotspot to both the middle of each inventory item, to the end of each inventory item, to 1,1 on each inventory item - even set the hotspot to 0,0. It moves the hotspot around, but not reliably.
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