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Topics - CapnDingo

#1
I presume this is a bug because I've not altered in any way the function of the Escape key. I use it to bring up my main menu GUI, and that's all. It's a single line of code.

Normally, the Escape key works just fine. However, when I minimize/maximize the game, it refuses to acknowledge the Escape key anymore unless I press any other key on the keyboard first. Then it works just fine.

Awkward, yes?

Edit: To clarify, this happens both on my system and on a tester's system.
#2
I guess it's a pretty open-and-shut case.

Can character speech be anti-aliased, or am I out of luck?

All my other game text in my GUIs are being anti-aliased as it said they would be in my general options when I enabled it, but character speech is not. Looks very unprofessional, blocky around the edges, difficult to read. I suppose if all else fails, I'll just have to find a fatter "balloony" type font to use for the speech, which is a shame because I really liked this one I'm using now.

And it is a TTF font, as I assume it had to be since it's called TTF font anti-aliasing.
#3
I've come from a background of light programming only to be completely stumped. I've tried everything under the sun to get the simplest of things working, but I'm very discouraged.

Tried searching the forums, came up empty.

All I wanted was a GUI textbox to display the name of the hotspot the mouse is over. I used to do this easily in earlier versions of AGS, and now it's a nightmare.

  Label1.Text = MousedOverHotspot.Name;

Well, it's pretty obvious that's what I want to set the label to my MousedOverHotspot. My problem is there's no way to actually GRAB the hotspot and declare it to MousedOverHotspot. There's no compatible declaration type with a hotspot.

I tried:

Hotspot MousedOverHotspot = Hotspot.GetAtScreenXY(mouse.x, mouse.y);

Nope. Compile error. Cannot declare local instance of managed type (?! It couldn't possibly be more cryptic). I even tried declaring it as int, object, and string just to be silly, though I knew those wouldn't work, but I was desperate.

This is becoming a lot of work for something so simple. I was hoping to hit the ground running seeing that I already had coding knowledge, only to fall face-first in the mud at my very first lines of code. :( Anyone know anything that could help?

As a bonus question (sorry, I wasn't sure whether to ask two questions in one thread or spam up the forum with two threads, so I took the lesser of two evils), is there any way at all to confine my character to only moving left/right? I have no lengthy verticality in my game and so there's no need for there to be deliberate up/down walking animations (which would waste a lot of time for my artist, not to mention I just don't want it).

At the same time, I don't just want to randomly assign one of the side views to the up/down in the event that it makes something behave weirdly (for instance, moving up and very slightly to the left, but it still detects it as up and faces the character right, thus making him not face what he was sent to).

Sorry for the novel. All help is appreciated, I've only just begun and I really don't want to quit this early.
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