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Messages - Crimson Wizard

#12801
Sorry for double-post.

It was said that:
Quote
You cannot see the breathing mask. With twitching hands you feel around yourself, finding the metallic canister on the floor next to your back. You try to move it closer, but your shaking fingers fail to find purchase on the smooth metal surface.
If I understand correctly, there should be a hose which connects oxygen canister with mask, so
> Search around metal canister, try to find a hose and pull it to bring mask closer to your face.
#12802
On a side note, I must say I do not like the word "CHOKING" on the status panel...  :-X
#12803
Okay, I am going to try this a bit :).

> Tell number of lives left :D

> Carefully check yourself to detect any injures.
> Put breathing mask back on (do I name it right?).
#12804
There is a object property called "Baseline". It defines where object "touches" the ground.
http://www.adventuregamestudio.co.uk/wiki/?title=Object_functions_and_properties#Object.Baseline
When objects and characters are drawn on screen, those with lower coords (closer to 0) are drawn below and those with higher coords are drawn above.
To make an object always be below characters, it's Baseline should be very low, just not 0 (because 0 makes it has Baseline equal to real position on screen). In other words, set object's Baseline to 1.
#12805
You are putting parameters in wrong order.
It should be
Code: ags

cDave.ChangeRoom(character_temp_Room, character_temp_x, character_temp_y);


I.e: room index, x, y
#12806
Following like that is usually done simply by checking coordinates of a target.

Like
Code: ags

oSCamera.Move(player.x, 357, 5, eNoBlock, eAnywhere);
#12807
First of all, it is eNoBlock for non-blocking actions.
Secondly, you misunderstand the logic behind room_RepExec.

Functions like RepExec are executed every game tick (40 times per second by default). Your camera here will try to move back and forth 40 times per second, which does not makes any sense ofcourse.
What you should do:
1. Check if the object is not moving, and make it start moving.
2. If the object is still moving, don't do anything.
This will repeat the check until object has stopped, and then launch it into opposite direction:
Code: ags

function room_RepExec()
{
  if (!oSCamera.Moving) // only start move if it is not moving at this moment
  {
    if (oSCamera.X == 482)
      oSCamera.Move(1507, 357, 5, eNoBlock, eAnywhere); // if it is in the left corner, move it right
    else
      oSCamera.Move(482, 357, 5, eNoBlock, eAnywhere); // else move it left
  }
}
#12808
Ofcourse that's possible.
Please post you code, so we could see what's wrong with it.
Also it would be nice to have more detailed explanation on what you are trying to do.
#12809
Quote from: Iceboty V7000a on Wed 26/09/2012 09:38:52
I suddenly remembered that on some systems you may experience problems related to performance settings. See this for details (and guess who started that thread :=).

Um... lol? :)
Perhaps a page should be made in AGS Wiki with list of known solutions for running AGS games? Such knowledge tends to be easily forgotten.
#12810
Quote from: Advgamer on Wed 26/09/2012 02:16:49
I tried Crimson Wizard's suggestion of running Resonance in Windowed, rather than full screen and running the game in 256 colours, and I managed to solve the freezing and hanging up problem.
However, even though I got Resonance running in Windowed format and in 256 colours, I could not hear any dialogue during the cutscenes and the colour was greatly distorted.

Advgamer, 256 colors is a really bad choice, ofcourse the colors will be broken.
Can you, for example, change not to 256 colors, but to 16-bit, and run windowed? Will the game run then? (Actually I wonder what if you just run it windowed without changing colors of display at all)
Regarding sound, have you enabled sound after you disabled it in setup last time? What options do you set for music and sound settings?
You say there's no sound during cutscenes. Is there sound during normal game?
#12811
Actually I just checked the manual and it sais that Solid objects do not block other objects. Besides an object does not become Solid on its own, you have to make it Solid yourself.
So, to be honest, I do not know what was happening there...
#12812
Quote from: duanne_boy on Tue 25/09/2012 23:55:44
the object i inported as a inventory item.
Wait, let's clear this out.
Inventory item cannot lie on the floor. Only Room Objects do. Inventory items can be only in character's inventory.
In other words, you have two types of things:
- Room Object - that is something you put in the room (on floor or anywhere else).
- Inventory item - is something characters can have in their inventory.

What people usually do, they put Room Object in the room and when character interact with that object they:
- Hide the Room Object.
- Add Inventory Item to character's inventory.

That is exactly what you are trying to do. I just wanted to clarify the terminology.


Quote from: duanne_boy on Tue 25/09/2012 23:58:29
ok sorted it. i had another object over it that i made none visible which was blocking it
Ahhh... you made it Solid right?
So is it working now?
If you need that second object, I think you may turn Solid off when second object is not visible
#12813
Please, check the following:

- Is the object you are trying to move is really object #2? Can it be you are using wrong object index?
- Are target coordinates are actually different from object's initial position?
- Try to add another parameter to Move function like this:
object[2].Move(500,40,3, eBlock, eAnywhere);
#12814
You are having two problems here simultaneously.

First problem is that you do not hide object after inventory item was given to player. You should understand that room object and inventory item are separate things and the fact that item is given to player does not mean object will dissapear on its own.
To make it dissapear add this command:
Code: ags

object[2].Visible = false;




Second, this is very important to know: there are two types of actions in AGS: blocking and non-blocking.
Simply put, blocking action makes everything else wait until it is finished, while non-blocking makes other actions take place right away.

If you check description of the Move function in the manual, you will see there are extra optional parameters: BlockingStyle and WalkWhere. We are interested in BlockingStyle at this time. By default it is Non-blocking, which means that if you call Move like you did, the next commands will be executed right away, practically same time. This is why the item is being taken immediately without waiting for the movement.

What you probably should do is this:
Code: ags

object[2].Move(500, 40, 3, eBlock);

In that case the item will be picked up only after object ended moving.


Finally your script should look like:
Code: ags

object[2].Move(500,40,3, eBlock);
cAllann.AddInventory(iCoins);
object[2].Visible = false;


//---------------------------
EDIT: Also, I am not sure, but there's a chance something else is wrong here. I am a bit confused by your explanation, you said that object stays on same place, while it should have at least moved simultaneously with item being picked up.
If the solution above does not work, you should check three more things:
- if the object you are trying to move is really object #2?
- if target coordinates are actually different from object's initial position;
- try to add another parameter to Move function like this:
Code: ags

object[2].Move(500,40,3, eBlock, eAnywhere);
#12815
Quote from: Snarky on Tue 25/09/2012 21:26:01
it might be a problem with how Wadjet Eye distributes the games, somehow.
...Like their logo bears Pharaoh curse?  :=
#12816
Well, I have Win 7 x64 and I run Resonance without problems.

@HandsFree, Resonance is made using one of the latests versions of AGS, so I doubt that's the case. Those made on older engine, like Ben Jordan 8, for example, will require that indeed (my Windows switches to 16 bit on its own).

@Advgamer, two questions:
1. Have you tried running game in a window rather than a fullscreen?
2. Have you tried setting Compatibility mode (like compatibility with WinXP)?

Regarding VirtualBox. If you really want to use it same way as suggested in that thread Anian gave, you should first create a virtual drive using that program, then install Windows XP there (you should have WinXP ofcourse). Then install Resonance on that virtual WinXP.
Here I found some tutorial: http://www.ghacks.net/2009/06/15/installing-a-windows-xp-as-a-virtual-machine-on-virtualbox/

#12817
To be honest I never used Steam, so I am unaware of any problems that may be related. Can be there's some networking going on? Just a random thought, may the game freeze because it's being blocked by firewall or something like that?
#12818
Not that I have any guesses yet, but what are things that may cause problems at the title screen?
- Video. It was already told that user tried different video options though. Do I understand correct, that you tried setting different renderer too?
- Sound. Have you tried running with sound and music disabled (in setup)?
- File operations. From what I know AGS engine make autosave on start automatically. The engine version that is used for Resonance stores it in OS-dependent folder (e.g. Users/<Username>/Documents on Win7) and that should not cause problems... in theory.

Certain antiviruses may cause problems when running large-size executables.

Advgamer, I hope that's not too much to ask, but have you ever tried any other AGS games (including non-commercial ones)? If yes, did you ever had any similar problems with them?
By the way, what operating system do you run the game under?
#12819
AGS is made so that it always needs to have a player character in current room. But ofcourse he may be hidden.
There are several ways to achieve this, you may choose one depending on situation.
If this is a room where player character will never appear, you may set Room's property "ShowPlayerCharacter" to False.
If player character may be visible in this room some other time, but you just need to hide him for now, you may, for example, put him beyond room borders. Like setting his X coordinate to -1000.
Other method is to create a View which consists of transparent 1x1 pixel sprites and assign this view to character as his NormalView.
#12820
Quote from: Khris on Tue 25/09/2012 15:38:41
The default graphics are really old and still 8bit. In a 32bit game, the colors get screwed up.
Aah, sorry, I did not realize this, my mistake. Yes, that might be the cause of the problem.
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