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Messages - Dave Gilbert

#21
Thanks CW! I tried your approach, but the dialog window doesn't disappear until I press the mouse button. When I unpause, the dialog window won't reappear unless I click the mouse button again. This could be due to the way I coded my pause function. I will look into that!
#22
Hello! I've added a pause button to my game, but my custom dialog window remains on the screen and looks kind of awkward. I was wondering if there was a way to temporarily change the transparency of the custom dialog window, or some equivilent of "visible=false." Or an ability to set the X/Y position to somewhere offscreen. Basically anything that can make the window not be there while the pause screen is up. :) I can't seem to find a command to do either.

Thanks!

#23
I think (not at my desk now so can't confirm) if you get the error while in test-mode, it highlights the offending line of code. But if you're playing a stand-alone build, it just throws up the error.
#24
Ah! Thank you. I wasn't aware of that.
#25
Hello! Currently if you make a "facecharacter" command and one of the characters isn't in the room, you get this error:



This error doesn't give me the script name or line number where the command was called, nor which character that is not in the room. Could those be added to the error message? It would save a lot of hassle.  :-D
#26
Oh wow I'd forgotten about this.Awesome!
#27
Oh wow. It's been awhile but I think they turn into Larry Vales and Rob Blanc? If you were a member of the AGS forum at the time that game was released, you'd know who they were. :) Probably the most well-known AGS characters at the time.
#28
Oooh been looking forward to this one!
#29
Heh. Well I've been using it for almost 4 years now so it's too late to remove it now!  :-D
#30
Hi all! So I'm adding speech to the game and I'm noticing a bit of weirdness when using the SayBackgroundBubble command.

I have two characters talking in the background. One of them is currently voiced, the other one is not. For some reason, when the unvoiced character speaks, a second speech balloon appears above the voiced character. It echoes what the unvoiced character is saying but is visually distorted.

See here:

As a test, I imported some dummy speech files for the unvoiced character (which don't match the text, so ignore that) and it plays fine:

So this problem will fix itself once I add the final voiceover, so it's no big deal, but I imagine this isn't the intended behavior.
#31
This is incredibly cool! Fiddling with it now. :)
#33
Sorry. I didn't word that right. I know how to set the file location, but I don't see it on my hard drive. I set it to the save folder, the install folder, a random folder on my hard drive, it just doesn't appear when I navigate to the folder. The game is able to load, save, and read from it just fine, but I can't see the actual file. So I'm very confused!
#34
Hey! I just discovered this module and I can't believe I didn't find it earlier. I've been playing around with it and it works GREAT. However, I am wondering precisely where it saves the file? I am saving it as "skies.ini" but I can't find it anywhere on my hard drive. Searching for the file reveals nothing. I can load, save and read the data just fine but I have no idea where the file is actually located. :)
#35
Oh neat! I'm probably going to stick with 3.6 for Old Skies, but it's nice to know this is waiting for me on my next project. :)
#36
But while you can have infinite room script tabs open at once, only one room tab can be opened at a time, right? So it's less of an issue.
#37
Oh! Excellent.  :grin:
#38
Hi powers that be. I was wondering if it was possible to have the room name included on the room tabs the same way dialogs are? For example:



As you can see, the dialog tab says "Dialog: dLocker" while the room tab just says "room26".



And as you can see here, the room has a name associated with it called "Jump room".

What I'm hoping for is that the tab could say "Room: Jump room" instead of "room26." I often have a lot of room tabs open and it's hard to tell which is the one I need. :)
#39
Oh thank you! A number of testers complained that the game crashed when using OpenGL but I always assumed it was something dumb on my end! I incorpoerated this into the recent build and I'll let you know if anyone has the same issue.
#40
Woo! Dutifully nabbed. So far so good. Will let you know if any weird issues crop up.
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