I added them proper names in 3.6.0 (will be released in the next update), that appeared to be simple enough.
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Show posts MenuQuote from: Laura Hunt on Fri 19/08/2022 08:44:12
By the way, since we're talking about this, would it be possible, if it's not too much work at this stage, to implement a small quality of life improvement and give more explicit names to the different objects in the text window GUI? Right now, when you bring up the drop down, they're called simply TextWindowEdge; ID 0, TextWindowEdge; ID 1, and so on. It would be SO much more convenient if they were called something like TextWindowEdge (top left); ID 0, TextWindowEdge (bottom left); ID 1, etc.
I do know that AGS 3.6.0 is pretty much ready to ship though, so I'm only suggesting this in case it's straightforward to implement and doesn't risk breaking other stuff, of course.
Quote from: heltenjon on Sat 20/08/2022 15:01:50Quote from: Crimson Wizard on Sat 20/08/2022 03:55:53Does that mean that you affect all with the same numeric ID if you change it in a dialogue? (If dialogues take place "outside" all rooms, that is?)Quote from: Pax Animo on Fri 19/08/2022 23:33:04
That's good to know, i can't remember where i read that all objects share the same ID globally throughout rooms. (or maybe i just misunderstood it at that time)
To clarify, they do share same numeric IDs (these are just array indexes), but only one in the current room is affected at a time.
Quote from: Pax Animo on Fri 19/08/2022 23:33:04
That's good to know, i can't remember where i read that all objects share the same ID globally throughout rooms. (or maybe i just misunderstood it at that time)
Quote from: tservo on Thu 18/08/2022 21:55:34
Hello I am curious if anyone else has a problem with 3.60 on android namely no mouse cursor or touch input working.Version 3.51 works perfect. Thanks wanted to make sure its not just me. 3.60beta 14 android 11.
Quote from: skooperstooper on Thu 18/08/2022 23:32:30
I finally realized what I was doing wrong. I was zoomed out and the corner graphics were so small I literally couldn't see them. My gui looked like a solid block with no border and the faint outline didn't give it away.
I kept clicking around in it trying to get the borders to come up but I never clicked on the actual window edges themselves. I thought I was crazy until you confirmed that's how you do it!What I didn't know was for 2, that I can assign my own gui to the dialog box as well. I thought that might be its own thing for the Sierra template. Thanks!
Quote from: Indra Anagram on Wed 17/08/2022 16:24:48
The piece of code in question starts in line 105. Although I put it inside function repeatedly_execute like you said, Shift is not assigned to sword swinging whatsoever.
if (IsKeyPressed(403))
{
Display("hello");
}
if (IsKeyPressed(403)==1) {PlaySound(6);anim(EGO,0);} //sword!
Quote from: Leisure Suit Harry on Tue 16/08/2022 17:26:26
So, sorry if this may sound like a stupid question, but what do you mean by "engine exe" and where do I find it?
Quote from: Indra Anagram on Tue 16/08/2022 16:22:39
Also I wanted the key button for the sword be left Shift, not D. I tried to insert IsKeyPressed(eKeyModShiftLeft) and IsKeyPressed(eKeyShiftLeft), but the Editor considers this as an error and doesn't identify eKeyModShiftLeft or eKeyShiftLeft at all
Quote from: Leisure Suit Harry on Tue 16/08/2022 15:54:36
Thanks, that's what I did for my previous project. But I'm not convinced they whitelisted it, and I can't find those reporting options anymore resp. they limited the file size to 10MB (the game has 18)...
Quote from: Leisure Suit Harry on Tue 16/08/2022 15:56:15
Thanks, that sounds promising. I did make my game with AGS 3.4.1 though. Is 3.5.1 100% compatible?
Quote from: Indra Anagram on Tue 16/08/2022 08:11:15
However I reassigned key value for the sword from 68 (D) to 16 (Shift), and this doesn't work. Probably, the thing is in the animation or the code section above that deals with cutting. I am not that skilled to figure out the reason on my own.
How do I make sword swinging work when Shift is pressed?
Quote from: Indra Anagram on Mon 15/08/2022 20:18:27
Crimson Wizard, you mean Platformerius could have worked fine disregarding the lang on if the sword and throwing stars had different keys assigned? Say, Ctrl for the sword or Space for the stars? Do I understand what you're saying correctly?
Quote from: Indra Anagram on Mon 15/08/2022 20:02:41
I remember Sierra style template had keyboard controls too, but those worked whatever the language was on. How was this solved there? As far as I can tell, that template was created with the older Editor version, wasn't it?
Quote from: Indra Anagram on Mon 15/08/2022 17:32:39
So there is no way 2.72 and 3.x.x could solve this?
Quote from: Indra Anagram on Mon 15/08/2022 17:32:39Quote from: Crimson Wizard on Mon 15/08/2022 12:16:02
EDIT: oh, I see now, this works correctly only if "Use old-style keyboard handling" is off in the game settings; this is default in 3.6.0. If you switch it on (use old mode), then it stops working correctly again.
Are you talking about 3.5.1 or 3.6.0?
Quote from: Indra Anagram on Mon 15/08/2022 17:32:39
I tried to load the game to 3.5.1 Editor, and an error window emerged:
What does this mean?
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