QuoteDoes it matter what graphics driver are you using?
No, it appears no matter what graphics driver I assign to it.
QuoteWhat operating system you are running the game on?
Windows 10
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Show posts MenuQuoteDoes it matter what graphics driver are you using?
QuoteWhat operating system you are running the game on?
QuoteChomba: Nice Penguin, though I do wonder how it ended up as a cop.
QuoteWhat is the scaling value of the character? If the animation is using different sized loop (for example the loop is 10 pixels wider than the default character sprite) and the scaling is not 100 %, there can be a slight offset. I'm not sure if that's the case, but I posted a question about it yesterday:
QuoteHave you done a manual scaling of the player character at a room and forgot to deactivate it before going to the other rooms? Have you changed the player character z attribute (vertical offset) ? Have you changed the pathfinding algorithm?
QuoteIf you have no clue where in the manual to look, the right thing to do is to search for "translation."
One of the hits will be a page called "Translations," which should be the obvious place to start. You will find that it's a short article about how translations work, ending with a list of various related API functions and properties. That list is the important part, because those are the ways you can interact with translations in your script. Check out each of them to see what it does. It turns out that the one we want is Game.TranslationFileName. The entry for that function has a an example that shows you how to use it.
QuoteIf you're having trouble finding stuff in the manual and you're using AGS 3.5, I recommend downgrading to version 3.4.3. The latest version breaks the navigation; in 3.4.3 you can just scroll through the table of contents on the left and find what you're looking for quite easily
QuoteI really recommend reading a list of available functions for every object that you use, just to be aware what functionality do they have:
function room_AfterFadeIn()
{
//This is the music that souds during the screen
aChapter_Screen.Play(eAudioPriorityLow, eOnce);
// This makes the Gui visible
gCapituloI.Visible = true;
// I wanted to exit with a clean cut
SetNextScreenTransition(eTransitionInstant);
// This is the during time of the song (i am using the one from MI as a placeholder)
Wait(440);
// This turn the Gui Off
gCapituloI.Visible = false;
// The character leaves the room
cRoger.ChangeRoom(3, 160, 159, eDirectionDown);
}
// main global script file
// called when the game starts, before the first room is loaded
function game_start()
{
// I ADDED THIS LINE
gCapituloI.Visible = false;
// register a GUI to use for the inventory bar
TwoClickHandler.InventoryGUI = gInventoryBar;
// register a Label to use for action text
TwoClickHandler.ActionLabel = lblAction;
// optionally set the popup distance for the inventory bar
//TwoClickHandler.PopupProportional = 0.5;
//TwoClickHandler.PopupDistance = 50;
// optionally reverse the left and right mouse buttons
//TwoClickHandler.ReversedClicks = true;
}
QuoteIt should also be noted that it is pretty easy to display one of several sprites based on the current translation. You could even write code so you can state the sprite slot as text "123" and "translate" the number right in the translation file.
QuoteLike Snarky said, debugging code we can't see is kind of hard.I understand that. Unfortunately, as I was trying for a long time and in the end I was tyred and left with the transitional solution of using "Display", I got rid of the code I had written before. That's why I can't put it here to be analyzed and just try to illustrate with words what I tried to do
Quotet should also be noted that it is pretty easy to display one of several sprites based on the current translation. You could even write code so you can state the sprite slot as text "123" and "translate" the number right in the translation file.That's good to know. I have no idea, I'm new to this and don't have a programming background.
QuoteThe manual entry for Overlay.CreateTextual has this example code:thanks, I was looking for hours and couldn't find it (or just didn't see it). Although I think the solution Snarky said would be the best for this situation (or what you said about the sprites, but for now it's easier for me to do it the other way - although it's very interesting how can I look that up in the manual?).
QuoteIf you're asking for help, don't just say "it didn't work." Tell us what you did, what happened, and what you wanted/expected to happen. (If you think about it, I'm sure you'll realize why.)
QuoteAnyway, in this case, a text overlay is probably not the best approach. I would suggest creating a full-screen GUI with a text label (or, in the MI example given, two labels). Then you simply set the text on the label to what you want, and display the GUI.
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