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Messages - Dave Gilbert

#141
Hello! Apologies for the necro-posting. Abstauber doesn't seem to post much here anymore and the link to this module no longer works. Is the latest version archived anywhere?
#142
Hello! I upgraded from 3.6.0.12 (alpha 13) to 3.6.0.13 (alpha 14). My game loads, compiles, and runs just fine. However, when I added some sprites to sprite editor, I got this error on saving:



I kept a backup so I could revert back to 3.6.0.12. But any help is appreciated!
#143
Baby steps! Thanks so much for adding this.
#145
YES! That extra bit of clarification would be super useful.
#146
Hello! Another day another feature request from me.

Often when I'm coding, I want to zap myself to the definition of a function I created. To do this, I right-click the function name and select "Go to Definition of XXX".

In most circumstances, this works fine. Like from this room script here:



But if I want to do the same thing from the dialog editor, I see this instead:



Would it be possible to enable this feature from the dialog editor?

Thanks in advance!

-Dave
#147
Nothing to add, except that this is a feature I would *love*. Testing sound effects is often a pain, because I often make small changes to the source file (making it shorter or longer or adjusting volume or whatever) and having to delete and reimport the file each time is a lot of extra work!
#148
Yay! Thanks so much. I wasn't aware about a sound icon, but I found the thread and that also sounds extremely useful!
#149
This is SO GREAT! Thanks, CW.

One small thing I noticed. You incorporated this feature where you can resize the sprite images in the sprite tab (which is fantastic!), but it's not implemented in the view tab as well. The test that eri0o created in the thread contained both. Is it possible to include the view loop resizing as well?
#150
Editor Development / [BUG] Autocomplete issue
Sun 19/12/2021 15:33:24
Sooo I'm having a weird autocomplete issue and I can't make heads or tails of it. I have a custom say function called "GSay", which takes two enums I declared called "eGesture" and "eExpression." It looks like this:

Code: ags
import function GSay(this Character *, String sayThis, eExpression myExp=ex_none, eGesture myGest=eGestureNone); 


and works like this:

Code: ags
cJoe.GSay("Hello!",exSmile, eGestureWave);


It works just fine, but if I write a line a dialog that includes a comma, the autocomplete skips the "Expression" parameter and goes right to the "Gesture."

For example, the line below (which has no comma) behaves properly when autocompleting:



But this one (which includes a comma in the string) does not.



Am I doing something wrong here or is this something internal?

Any help appreciated!

-Dave




#151


Would it be possible to include the character and view number on this error message? It would save a *ton* of time. :)

Thanks!

-Dave
#152
Hi AGS Powers That Be!

I have an issue that barely qualifies as a nitpick, but rather a small annoyance that I wonder if anything could be done about. I've been organizing all my sprites into folders and subfolders. This means I have to increase the window size to accommodate the expanded folder trees in the "select a sprite to use" window. Normally that's no big deal, but the window size resets to the original (too small) size every time I want to select a sprite. Is there any way the size of this window can be "saved" so I don't need to do that every time? See the image below to see what I mean.

#153
Hooray! Thanks CW.

I am not sure if this is a bug or not, or if it's specifically related to version 3.6, but I noticed a weird issue when switching between monitors.

I have a two monitor setup. One laptop and a second monitor. I typically have the monitors in "Extend" mode (where the desktop area is spread out between the two) and test my game on my second monitor. If the game is running and I switch from "Extend" mode to "second screen only" mode, the game minimizes itself and won't come back. Clicking on the icon in the taskbar does nothing (although I can still hear the music and sound). I have to open up the task manager to exit out of the game.

I admit this is an unusual case that not many people will deal with, but it is a bit annoying when it comes up.

Anyway, I'm off to play with fonts now!

-Dave
#154
Hi. I recompiled in the latest version of 3.6, and I still get this error:

QuoteSpeechBubble_0.8.0.asc(1149): Error (line 1149): '.ViewportWidth' is not a public member of 'System'. Are you sure you spelt it correctly (remember, capital letters are important)?

But again, when I set "script compatibility" to 3.5.0 Alpha  it compiles fine.

Is there a way to workaround this or should I continue using the script compatibility setting?


EDIT:

OK this was pretty simple to fix. Just do a mass search and replace for the following instances

Replace System.ViewportWidth with Screen.Width
Replace System.ViewportHeight with Screen.Height
Replace GetViewportX() with Game.Camera.X
Replace GetViewportY() with Game.Camera.Y

Once you replace all those, it compiles perfectly with Script Compatibility set to "latest version".
#155
This works wonderfully!



The images are kind of pixelated (looks like it's scaling using nearest neighbor and the alpha channels don't carry over), but I can at least tell the sprites apart now which is MUCH more preferable to what it used to be. Thanks so much!
#156
Sorry I didn't see this before now!

I will test it out tomorrow. Thanks so much.
#157
Oh excellent! I've held off upgrading to 3.6.0 until it hits beta. This is great news. Thanks!
#158
Hi all! Dave again coming into this forum to ask for stuff!

My game is 1920x1080 resolution, so my graphics are on the large side. Here is a sprite of one of my characters, Lisa:



When I try to view her graphics on the sprite tab or on the viewframe tab, the images are so tiny and pixellated that they are almost unviewable:





Is there any way to view these at actual size? Or at least make them bigger? It would reduce my squinting by a lot. :D

Thanks in advance!

-Dave
#159
Yes that’s exactly right. Thanks!
#160
I have a character (lisa) who I want to walk over and sit at the computer.



While it's useful that I see her within the room editor, and I can move her around and see her x/y position, it would be nice to also be able to view a specific loop and frame number from within the room editor. That way, to use this as an example, I can view Lisa in her "sitting down" frame, position her accordingly, and see the x and y position that I need to use in the script. Right now, I have go into loop 0 of Lisa's view and change the frame graphic to her "sitting at computer" sprite. It does the job, but it's easy to forget to revert it back. Being able to make this change from within the editor would be a big time saver!

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