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Messages - Cassiebsg

#421
Hi.

Just a note about using the editor.
The other day I was happily translating when I decided to "undo". For some odd reason, I can't explain, I hit the "back" button on the browser.  8-0 And thought "oh no! Now I've lost everything I've done so far!"  :~( I hit the "forward" and was happy to see the text was still there!  :-D So I translated a few more lines, and then being tired, I decided to save and go to bed... only to find to my horror that the save button didn't work!  8-0  :~( I tried saving the page, in the hopes that I could grab the text from the html page later on, but no dice either.

Probably nothing you can do about it, but just thought I would mention it. So anyone using this editor will save often and don't continue translating after such a fail.  (roll) I missed 50 lines.

I'm not sure having the encoding as UTF-8 is a good thing, but since CW has now made UTF-8 sorta working, then it probably won't matter anymore.  :)
#422
I see what you are going for, and I raise!  (laugh)


(not photoshop, it's actually an old school that's been renovated in Denmark)
#423
Congrats on the release  (nod)

I'm curious, how does multiplayer work?
#424
QuoteBut it feels so good to know that I'm not the only one resistant to change.

Considering what AGS was meant to be, it doesn't surprise me, that "we" cluster in here.  (laugh)
I do not have a smart phone either (though, I guess it's half-smart, as it does have touch-screen and can run java apps... but only because my previous phone broke and I got this one for free). I could technically moved to a smart phone if I wanted, since my husband changed his and his old is just collecting dust now. But I see no reason to increase my "phone" bill and add to my internet dependency. But it's starting to get harder by the day to stay without one with so many crap going "digital only".
#425
Completed Game Announcements / Re: Pirates!
Sun 20/06/2021 11:49:51
If this is a demo, and you will release a "better version", then this isn't really a complete game (I assume you will have a complete game at one point, but this isn't it). IMHO this should be posted in the WIP instead.

Anyway, good luck with production.
#426
Sorry, it was meant to be Part 27, I just copied the link from the playlist, and apparently it got the first video.  :-[



#427
Here you go, how to declare an IF: https://youtu.be/3LCiL1YCaWU?list=PL21DB402CB4DAEAEF

It's a bit old, but the basics are the same.
If you need the variables only for this room, you can declare them in the room script. If you need them globaly, you can declare them in Global script OR use the Global Variables (it's the Globe icon on the project tree). Once you declare variables here you can just start using them.  ;)

#428
The Rumpus Room / Re: Guess the TV show
Thu 17/06/2021 18:28:40
Solar power, the movie?  (laugh) (sorry, couldn't resist!)
#429
Adventure Related Talk & Chat / Re: Omega Mart
Thu 17/06/2021 16:23:00
Well, technically, you are... you already know the secret of Omega Mart.  ;)
#430
Also, do you have at least 3 frames in each loop for the character?
#431
Adventure Related Talk & Chat / Re: Omega Mart
Mon 14/06/2021 21:25:51
Wow, definitely worth a visit, if in the area   8-0  ... 15! (laugh)
#432
Awesome, great work CW!  (nod)
#433
Also, you need an if/else condition to determine if you let the player go past the region and change room, or if he's not ready yet.
#434
Just a tidbit, you don't need to change the player to add items to a character. You only need to change character if you need to see the inventory window for that character.

You can just do:

cStorage1.AddInventory(item);
cRoger.LoseInventory(item);

You just need to decide which inventory the player will be looking at (if it's cStorage or cRoger... or neither  (laugh))
#435
a Parse error might mean that you are using = in an if condition, instead of == ... check if that~s the case.  ;) Otherwise, post the code.
#436
Beginners' Technical Questions / Re: Book GUI
Sun 06/06/2021 22:23:34
Simple text on a label is better for translation purposes than an image.  ;)

Just wanted to add, that you can use the String.Append (check manual for usage) to add new lines to your text.
#437
Ok, fair enough.

So my suggestion for the game page, for desktop view anyway, to split the screen into 4 "panes", the top left is just fine as is right now, with the image, I would move the video (if available) there as well. One could eventually click on it and it would replace the image space to play the video, while the screenshost become a small icon where the video was(?). The top right size is also fine as is, with the game info, just slightly smaller text. Below the image/video, on the lower left place the about, and eventually the game rating, and on the lower right the comments. And though... if there are many comments then the "pane" should either be scroll-able, or move it to under... and there there would be 5 sections, instead of 4.... it that case the lower panes could be: About, Rating and bellow the Comments? ???
#438
I like the front page/splash. I agree with eri0o that those arrows on the orange buttons are redundant, also on desktop not just on mobile.

But I must say that I dislike how the games page is setup/displayed. The text is too big,  once I get to the Feedback area my brain tells me "it's spam, skip" or "page has ended, now comes the spam..."... I miss the gold and blue cups. The soft blue cups don't pop-up and can almost be overlooked. Nice idea with the easy "you have voted/not voted yet" option.  (nod)

Is there anyway, that we can keep a "preferred theme" for registered users? So we can choose the old layout or the new? (Just on the games pages, I really like how compact and all the info was right there, even though it could benefit visually with some alignment on the sections.

Right now, from the forum, clicking om AGS Games takes me to a page where everything I need to know is. Newest games, links to sorting new games, newest reviews, etc. And there's virtually no scrolling. I realize that this is probably not a good design for mobile though (I wouldn't know, sine I don't own a smart phone), but works perfectly for me. The new page seems fresh and new, but like many have stated there's too much scrolling huge font and too much empty wasted space. I  guess I belong to the dinosaur class...  (laugh)

I basically just use the forum (please don't change it, it's one of the few that still works good) and the AGS Games->Game page. For the rest I agree that they need a fresh design, easiness to navigate and find resources, and of course remove all those dead links. So keep up the awesome work on those.  (nod)
#439
For the first, there isn't a "default" template anymore, as far as I remember.
When you start a new project/game you are asked to choose which to use: Empty, Sierra, BASS, Timbleweed, etc. This will set the "default" code, visuals and way how the game acts/reacts to key/mouse presses. However, I miss understood you. As I thought you were referring to pressing F5 in game, instead for F5 on editor, that runs the game.

AGS does sometimes has that problem/bug, that the cursors isn't displayed, but I normally just close the game and start it over again, and that normally fixes it. If it happens every time for you, then something is amiss (maybe incompatible hardware?) and the devs should take a look at this.

PS: Just for the sake of it, make sure all your cursor modes are actually using a visible sprite, instead of an empty one (maybe you replaced a sprite that was being used for the cursor with an empty one, by mistake?)

PS2: When I'm talking about compatibility issue, isn't on your game, but using older code. Since some functions have changed name from previous/older AGS versions to the newer version. Going to the game settings and setting the script compatility, will means you can use older code as is, without having to update it yourself to the new function names (which would be preferred, but can be a handful when you're just starting).
#440
To answer that 1st question, we need to know what template you are using, if any, and what does F5 do in game. And even then we might need the F5 code, since there's no obvious reason for the cursor to "disappear"... to me anyway.

As for the second there's countless threads on the forum about it, see if this one helps: https://www.adventuregamestudio.co.uk/forums/index.php?topic=46481.msg626278#msg626278

Keep in mind that you might have to activate backwards compatibility or update some of the function/commands names.
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