@Mehrdad , could you upload examples of the starting, stopping and turning animations, for our reference?
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Show posts MenuQuote from: Baguettator on Tue 05/08/2025 06:16:08Also I have to mention a small issue in editor : some controls have their On_Click function called "FonctionFouille(GUIControl *control, MouseButton *button)". If I double click on one of these controls, the editor doesn't find the function in the global script, and creates a new one at the end. Even if the function already exists with the same name. Perhaps because there is no "On_Click" on the name ? I wanted to remove it to have it shorter, I don't know if it's a problem.
function Fonctionfouille(GUIControl *control, MouseButton button) // comment
{
Quote from: Baguettator on Tue 05/08/2025 06:16:08OK So I just encounter the "mouseclick goes under the control to click the control paced under it" bug randomly again. I think it's because of "Perfect Click" option (that is enabled in my game). I can't explain why it could be another reason.
Quote from: Baguettator on Tue 05/08/2025 06:16:08If @Crimson Wizard you could test it on your side and tell me if you encounter the same thing, it could be great !
Quote from: Baguettator on Tue 05/08/2025 06:16:08Example of a button that sometimes I can't click on (depending on where the mouse is) :
Quote from: Baguettator on Tue 05/08/2025 06:16:08Also I have to mention a small issue in editor : some controls have their On_Click function called "FonctionFouille(GUIControl *control, MouseButton *button)". If I double click on one of these controls, the editor doesn't find the function in the global script, and creates a new one at the end. Even if the function already exists with the same name. Perhaps because there is no "On_Click" on the name ? I wanted to remove it to have it shorter, I don't know if it's a problem.
Quote from: Monsieur OUXX on Tue 05/08/2025 00:09:14For inner blocks, yes. Local variables overriding global variables, yes. For a loop, I haven't seen that in a million years.
Quote from: Baguettator on Mon 04/08/2025 13:04:39Found a bug : when changing the sprite of several buttons at the same time within the GUI Editor, only the "selected" one (the one with the red squares) got its height and width adjusted. The others change their graphic but keep their old width and height.
Quote from: Baguettator on Sat 02/08/2025 06:29:27"Why is this an issue to make one in script, and which "fps loss" are you speaking of?"
=> It's not an issue, I can make it by script, just I wanted to ask if it was going to be done in AGS
Quote from: Baguettator on Sat 02/08/2025 06:29:27New issue I encountered : if I use Display function during a Room Transition, the mouse disappears (is not visible but usable). Room Transition is set to CrossFade wen it happens.
Quote from: Baguettator on Fri 01/08/2025 20:50:17- I can't explain why, but in some cases, I encounter a weird thing : when several buttons (2 or three in my case) are one on another, the mouse click doesn't seem to apply to the upper one (the one with the higher ZOrder). I'm using the last AGS 4.0 build, and it was not doing this in 3.6 that I used before. It is something similar that I reported before, with OnCLick functions switching between HotSpots/Buttons with no reason, but this last thing I don't encounter anymore.
Quote from: Baguettator on Fri 01/08/2025 20:50:17- Is it planned to have a natively built-in system of "description" for GUIControls ? Like, the mouse goes over the control, and a text (usually the description of what it's going to do) appear near the mouse. Just like in windows. It could be very practical, and if built-in, it could be without fps loss.
Quote from: Baguettator on Fri 01/08/2025 20:50:17- I tried the "show usage" function by right clicking in a sprite in the sprite tab, I knew it was used for a button in a GUI but it said that it wasn't used by anything. Is there something broken in AGS 4.0 regarding that ?
Quote from: Snarky on Tue 22/07/2025 17:30:10I think I can imagine use-cases where this would be useful, but is it such a generally useful feature that it makes sense to build it into the engine rather than rely on some fairly simple scripting with the Tween module?
Quote from: eri0o on Tue 22/07/2025 12:39:04Quote"tweening" into the engine (at least to functions like Animate).
This looks interesting but I don't understand how tweening works in a frame by frame animation. Is this for the frame offsets?
Quote from: greg on Tue 22/07/2025 13:58:16I'm observing a seam between contiguous walkbehinds. (I noticed this with patch 1, and I'm seeing it with patch 2 as well.)
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