I think the simpliest fix would be to go to the path displayed in this message and delete "user.config" file.
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Show posts MenuQuote from: Peegee on Sat 20/11/2021 15:56:38
Yes I put this: if (Region.GetAtRoomXY(player.228, player.173) == region[7])
But the program doesn't take it.
if (Region.GetAtRoomXY(player.x, player.y) == region[7])
if ((globalBGM == null) || !globalBGM.IsPlaying)
Quote from: kconan on Thu 18/11/2021 03:51:24Quote from: Mandle on Wed 17/11/2021 15:59:04how the vaccine is a poison designed for population control.
Bill Burr has a great rebuttal for that idiotic conspiracy theory. "Why would you kill off the obedient ones?"
Quote from: newwaveburritos on Wed 17/11/2021 06:08:28
I'm not exactly sure what I can do with it. Ideally I would be able to call best_friend like I call player as inCode: ags player.ChangeRoom(26);
int max_fp = -1;
Character *best_friend;
for (int i = 0; i < Game.CharacterCount; i++) {
if (character[i] == player) continue; // skip player character
int fp = character[i].GetProperty("Friendship");
if (fp > max_fp) {
max_fp = fp;
best_friend = character[i];
}
}
// at this point you should have best_friend selected
TypedText = Overlay.CreateTextual(10, 140, 300, eFontMunro2, 65535, displayedLine);
myLabel.Text = displayedLine;
Quote from: Rik_Vargard on Sat 13/11/2021 14:59:58
But then I went to the general settings and tested the speech options and the Lucasarts speech fixed the whole problem just like that!
Now the speech shows up nicely on top of the player.
QuoteI have a huge array that I want to fill with values each time the game starts and I thought that I might just be able to read them pixel by pixel from the room background
DynamicSprite *spr = DynamicSprite.CreateFromFile("myfile,bmp");
// or
DynamicSprite *spr = DynamicSprite.CreateFromExistingSprite(100);
DrawingSurface* ds = spr.GetDrawingSurcace();
int color = ds.GetPixel(x, y);
ds.Release();
spr.Delete();
Quote from: greg on Sat 06/11/2021 23:31:45
I'd guess the change in behavior here is that 3.5.1 returns -1 for GetGlobalInt(foo) if foo hasn't been set, whereas 3.6 doesn't? So in 3.5.1, even though I hadn't set the variable, it failed the condition at line 999 and never tried calling GetWalkableAreaAtRoom().
Quote from: greg on Sat 06/11/2021 16:55:26
Sure, I've appended the crash message below, and I've uploaded the CrashInfo file here: https://drive.google.com/file/d/1WNVKOHaYn9HYax55KrQxvRI79nyY3A82/view?usp=sharing
The functions that called GetGlobalInt(foo) before SetGlobalInt(foo, bar) were called in game_start().
enum CharacterDirection {
eDirectionDown,
eDirectionLeft,
eDirectionRight,
eDirectionUp,
eDirectionDownRight,
eDirectionUpRight,
eDirectionDownLeft,
eDirectionUpLeft,
eDirectionNone
};
if ((cJIm.Loop==eDirectionLeft) && (cEgo.x<=cJIm.x))
Quote from: greg on Fri 05/11/2021 12:40:59
2. Calling GetGlobalInt before SetGlobalInt results in a crash. As my game was loading, I was calling GetGlobalInt(foo) before I’d called SetGlobalInt(foo, bar). In 3.5.1, there was no error or crash. In 3.6, there was a crash. I addressed this by updating my script to set the variable before getting it. I wanted to report it, though, as it’s a different behavior from 3.5.1.
Quote from: greg on Fri 05/11/2021 12:40:59
1. Text within buttons is placed differently in the editor than in the game. Here’s some text with alignment eAlignMiddleCenter. (The font is LinLibertine_aBS.ttf, imported at 20 pt.)
Quote
the font had a VerticalOffset of -2, which appeared as -2 in the editor and -4 in the game
Quote from: greg on Fri 05/11/2021 12:40:59
2. Calling GetGlobalInt before SetGlobalInt results in a crash. As my game was loading, I was calling GetGlobalInt(foo) before I’d called SetGlobalInt(foo, bar). In 3.5.1, there was no error or crash. In 3.6, there was a crash. I addressed this by updating my script to set the variable before getting it. I wanted to report it, though, as it’s a different behavior from 3.5.1.
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