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Messages - Chrille

#241
I just sent you the full amount again. Let me know if I missed something!
#242
It seems it's been discussed before, but the option to start an animation from a specified frame would extremely useful to me. Right now I'm at a point where my only options would be to add alot of extra views with less frames. Either that or script my own animation system which would seem like a total waste considering the default one works so well already.

Perhaps adding another parameter at the end of the Animate function or have the animation start from whatever frame a character or object has been set to. For example
character.Lockview(#);
character.Frame = #; 
character.Animate(bla bla bla);
#243
Ok, let us know exactly how to pay you and I'll transfer the money again.
#244
From DebugView:

Quote[3148] AGS: Initializing screen settings
[3148] AGS: Init gfx filters
[3148] AGS: Init gfx driver
[3148] AGS: Switching to graphics mode
[3148] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway
[3148] AGS: Attempt to switch gfx mode to 384 x 240 (32-bit)
[3148] AGS: Attempt to switch gfx mode to 320 x 240 (32-bit)
[3148] AGS: Attempt to switch gfx mode to 320 x 240 (24-bit)
[3148] AGS: 320x200 not supported, trying with 2x filter
[3148] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway
[3148] AGS: Attempt to switch gfx mode to 384 x 240 (32-bit)
[3148] AGS: Attempt to switch gfx mode to 320 x 240 (32-bit)
[3148] AGS -- InitializeD3DState()
[3148] AGS: Preparing graphics mode screen
[3148] AGS: Screen resolution: 320 x 240; game resolution 320 x 200

I upgraded to 3.2 just before you released the final version, it hasn't worked in either.
#245
Argh. I just made the full payment, but I never did see an option for paying the transfer charges. Would it be alright if I gave you the money for that in Italy, Snarky?
#246
I have the same problem as Mr.Matti. There are no sideborders showing up for me in fullscreen. I'm on a widescreen laptop at a 1440x900 resolution.
#247
There's going to be alot of traveling for me this summer and I havn't planned everything. I'm still pretty certain I'll be able to make it in the end and should be able to pay by the end of this week so put me on the list of definites.
#249
This is probably the most exciting AGS-related project in progress right now. Great job!
#250
Adventure Related Talk & Chat / Re: Mittens IX
Mon 08/02/2010 16:21:50
Works for me!
#251
The function works perfectly! Thanks for taking the time, guys. The illustrations made it much easier for me to understand.
#252
I'm trying to make a function for calculating the distance between characters. The trick is that I'd like to add the factor of a character's scale in there. For example:

Character A is at 160x220, unscaled at 100. Character B is at 192x195 at a scale of 25. So instead of just getting the pixel distance from 160x220 to 192x195, Character's B values should be much higher since he is further away in perspective. Also, perhaps the Y value should be slightly higher than X because of the depth.

I tried to calculate this but I'm not happy with the results, my head just spins trying to figure it out. I'd be very grateful if anyone has any suggestions for doing this.
#253
Adventure Related Talk & Chat / Re: Mittens IX
Mon 25/01/2010 15:34:49
Mid-July and onwards would work best for me.
#254
Thanks for clearing things up! It took me quite a while to switch to the new interaction system but now it works perfectly.
#255
I'd like to follow this up by asking exactly how you're supposed to export & import the InteractZone struct & the zoneHotspot bit in a script header because everything I tried gave me errors. In the end I placed the code mentioned earlier directly in the global script header.

But, I've run into a new problem with this struct. I mentioned in another recent thread I was planning on using it for retrieving data for hotspot interactions. In a room script, when the room loads, I set the attributes of the zoneHotspot array slots to things like maniHotspot[1]zoneTitle = "Bla"; etc.. So when the cursor is over a hotspot it's supposed to read from the array slot matching the ID of the hotspot the cursor is over.

The problem is that it doesn't return anything. When ask for, say, Display ("zoneHotspot[1].zoneTitle") in the room script, 'Bla' shows up perfectly. But asking for it from the global script I get nothing. I'm sure I did something wrong by putting the struct info in the header, but what?
#256
That was indeed the case, I'd accidently placed an int before the imports. Thanks!
#257
At the top of my global script there is some code for a struct which causes this error message:
"GlobalScript.asc(56): Error (line 56): Attributes of identifier do not match prototype"

Here is the code:
Code: ags
  struct InteractZone {
    String zoneTitle;
    int zoneImage;
    String zoneType;
  };

  InteractZone zoneHotspot[10];
  InteractZone zoneObject[10];


Line 56 is the one about 'InteractZone zoneHotspot[10];'
I tried searching both google and the forums for that exact error message and got no results at all. Could it be something further down in the script causing the error message?
#258
Urgh! It was right there in text and I still couldn't find it. I guess I didn't know exactly what I was after. Thanks for looking it up for me ::)
#259
I'm considering making my own system for interacting with hotspots/objects using a system of arrays & structs. Actually GarageGothic suggested this option to me ages ago but then the old ProcessClick system seemed managable and now it's getting in the way as the game grows. I can save alot of code and time if this is possible.

What I'd like to know is:

1) If there is some sort of global function that's called every time any room is loaded before fade-in, like the "room_load" function. I've been unable to find one.  I guess I could make my own function with my special conditions and just stick ChangeRoom at the end. But that would mean the special conditions would be executed in the old room. What would happen if ChangeRoom was placed at the top of the function, would the special conditions be executed in the new room? Curious!

2) I want to make my own interact function, called when the player clicks on something. What I'm unsure about is how I can call the function in the room when triggered from the global script. Something like this:

Code: ags
on mouse click -> is cursor over hotspot? -> interact (hotspot id);


so in the room it would look pretty much like this:
Code: ags
function interact {
// things happening
}


I guess the reason why I'm confused, wondering if this is even possible, is because it seems the regular ProcessClick actions aren't even registered unless it has been specified that a hotspot/object has an interaction in the room editor. So, I'd be very happy if someone could explain how this works!
#260
Yeah I might as well use an int. Thanks for the example!
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