Well, it appears that globalChannelSFX pointer is never going to be assigned to anything. At least not when view frame sounds are played.
Unless you assign it somewhere else in your code?
Unless you assign it somewhere else in your code?
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Show posts MenuQuote from: Gal Shemesh on Wed 23/08/2023 18:29:29I'd love to report this as a problem and much appreciate if this could be fixed. I'd also add to this a suggestion for an option to update the sound files from source, like we can do in the Sprites editor, so it won't be required to delete and re-import the audio assets.
Quote from: Gal Shemesh on Wed 23/08/2023 17:31:22I'm just thinking aloud here. I really don't know what it involves to change such things in the editor. So I just bring this up, and would like to know how you guys work or prefer to work with your audio files - do you still use the old fashioned way of numbering your audio files in external folders on your computer and set AGS to play them, or do you use the new audio system and import your audio assets into AGS?
Quote from: Gal Shemesh on Wed 23/08/2023 14:31:42So, is there a simple script way to setting this up? (and if there's an option to make the outline font a little transparent that would be even better!)
Quote from: Gal Shemesh on Tue 22/08/2023 14:53:28Only came to checking this now in the current game of a friend which I finished migrating to 3.6.0. The text boxes are also showing the Hebrew text backwards. I just checked saving in Hebrew and realized that writing in the text box is backward... I guess it's the same as with the labels.
Quote from: Gal Shemesh on Tue 22/08/2023 14:17:55On the internal timer topic of the SayBackground overlay - how does it work? I mean, I tried using it in another place in the game to make a character speak in the background, writing his cues line by line and expected that there will be an automatic timer that removes each message after a period of time, but all I got was only the last message in the sequence showing up...
Quote from: PEd1 on Tue 22/08/2023 14:16:20if (CoininMachine == true) {
// player says the coin has been dislodged
// player gets drink added to their inventory
}
else if (CoininMachine == false) {
// player says nothing happened
}
if (CoininMachine) {
// player says the coin has been dislodged
// player gets drink added to their inventory
}
else {
// player says nothing happened
}
Quote from: Ghostlady on Mon 21/08/2023 04:27:51I figured it out. I forgot about the saving and you can't add anything new to the rooms and I was using a save.
Quote from: Gal Shemesh on Sat 19/08/2023 17:26:51At this point I can only assume that the old engine version scripts were more forgiving.
int a = 10;
int b = 20;
int c = 30;
if (a == 10)
{
Display("Checked first");
}
if (b == 20)
{
Display("Checked second");
}
if (c == 30)
{
Display("Checked third");
}
int a = 10;
int b = 20;
int c = 30;
if (a == 10)
{
Display("Checked first");
}
else if (b == 20)
{
Display("Checked second");
}
else if (c == 30)
{
Display("Checked third");
}
Quote from: Baguettator on Thu 17/08/2023 22:06:15Hi ! How is working the Web Compiler ? Does a big game (like 1,5Go of size) can be launched on the web ? And how it works ? It allows multiplayers, or players on different computers can see the same game at the same moment and everyone can control it ?
Quote from: Ghostlady on Thu 17/08/2023 19:29:10I don't have that set in the room script. Actually it's a very small script with not too much going on.
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