Please tell, which version of AGS is this game compiled with?
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Show posts MenuQuote from: xboxown on Mon 29/08/2022 18:23:05
1) Write your story on the word pad completely, the scenarioes, items, dialog conversations, quests, etc
Quote from: Indra Anagram on Fri 26/08/2022 20:52:42
I didn't know XP support could be added to the new AGS versions. Usually, once software drops a system support, it's for good and cannot be reversed.
Quote from: Indra Anagram on Fri 26/08/2022 19:48:00
And what if someone asks for that (little me)? How many people should request for it to be distributed? Because stats show in some world regions over 1% of desktop users still have Windows XP. I know 1% may look as funny number, but it is actually thousands of people.
if (player.ActiveInventory) {
player.LoseInventory(player.ActiveInventory);
}
Quote from: AndreasBlack on Tue 23/08/2022 21:20:51
Probably waaaay overcomplicating things.Screenshot will come tommorrow if i can't get it to work tommorrow. Thanks for the help always!
Quote from: AndreasBlack on Tue 23/08/2022 15:54:02
The characters are walking behind certain things not just characters, but objects, or certain parts of the rooms. Before i've set the baseline in game start, had no trouble until i realised this issue. I'm most likely doing things wrong.
Quote from: AndreasBlack on Tue 23/08/2022 15:54:02
I'm confused as to when i should use the character.baseline and when not and just "Walkbehind Area's"?
Quote from: eri0o on Tue 23/08/2022 14:29:48I believe it's better to design the API/behavior in a way that touch directly can be handled by the game developer, as in #1538 and later figure this other behavior, so that it doesn't conflict, as I believe it's more important to enable proper touch support.
Quote from: AndreasBlack on Tue 23/08/2022 12:39:14
I've tried playing around with Character.baseline, but it's like i've explained in the topic. What am i missing? Ofc when the characters walks behind another character he should be behind. When walking in front he should be in front of the NPC. This must be such a common thing. I did search for it, but couldn't find the solution, unfortunaly.
Quote from: eri0o on Tue 23/08/2022 09:10:11
Right click is not implemented in this version
Quote from: Dualnames on Tue 23/08/2022 01:42:31
Sorry to necropost this. I've been looking into the engine, and one thing strikes me as weird, the choice of MojoAl. Don't get me wrong it works for what it works for, but wouldn't switching to OpenAl - Soft give like the same features + all the cool effects (Reverb, Pass Filters, Echo, Delay, etc)?
Open Al has been rather 'abandoned' since 2012 or so.
Quote from: Pax Animo on Mon 22/08/2022 01:43:19
I also didn't know that the "e"Block was a enum, my knowledge of AGS has levelled up :-)
Quote from: Pax Animo on Mon 22/08/2022 00:22:36
I'm assuming the BlockingStyle should be the first optional parameter check as it takes precedence over the other optional parameters.
Quote from: Pax Animo on Mon 22/08/2022 00:22:36
Edit: i see from your post you are naming the optional variables as they where declared, is this necessary or am i going to get a horrible bug for not doing so?
import function animate(int id, String saybg, int struct_id1, int struct_id2, BlockingStyle block = eBlock);
function animate(int id, String saybg, int struct_id1, int struct_id2, BlockingStyle block)
{
character[id].Animate(8, 4, eOnce, block);
}
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