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Messages - Dave Gilbert

#401
Hi hive mind. I have an issue that is stumping me. Basically, I have an inventory bar that appears when you move your mouse to the top of the screen. When the mouse cursor enters the "trigger area", the inventory bar drops down. When you move the mouse away, the bar disappears. This is a pretty standard system. 90% of my games have used it.



Typically, when there is a dialog option menu up on the screen (where you choose from a list of things to say), you can NOT activate the inventory bar. This, again, is standard behavior.



However, I am noticing that the inventory bar occasionally DOES appear when there is a dialog option menu up under very specific circumstances.

If GAMEPLAY is interupted - e.g., you are walking across a room and a character calls out to you and begins a conversation - the inventory bar appears underneath the dialog options:



If the conversation is initiated by the player - e.g., you click on a character to begin a conversation - the inventory bar does NOT appear. This is the desired behavior.

I've coded dropdown inventory bars in almost all of my games and this has never happened before. Any light shedding is appreciated!
#402
Quote from: NicolaGs on Wed 14/06/2017 22:01:42
I think what you're looking for may be SetMultitaskingMode.

Yes this worked. I set it to 1 and the music continued to play. If it's set to 0 (the default) the music and sound stutters.

QuoteBut switching mechanic can be triggered by any event, so that should be trivial to add script command for this individual setting.

Awesome. 8-)
#403
Quote from: Snarky on Wed 14/06/2017 21:28:32
Quote from: Dave Gilbert on Wed 14/06/2017 21:04:47
Alt-tabbing from fullscreen mode also works nice, but the game's music infinitely stutters until I re-select the game. Then it plays normally.

There's a game setting somewhere for "run loops in background" or something like that, which usually controls whether the game runs when not in focus. Have you tried that?

I can't seem to find this. There's a "run loops in background while dialog options are displayed" option, which is set to true, but I assume that's not what you are referring to.

This didn't happen to me, but one of my testers told me that the game's dialog text started to zoom by at a very fast speed after alt-tabbing.
#404
Sorry for the double post. Just wanna say that OpenGL (so far) works BEAUTIFULLY.

Pressing Alt-enter moves the game seamlessly in and out of windowed mode. It feels like a modern game now! EXCELLENT work!!

Alt-tabbing from fullscreen mode also works nice, but the game's music infinitely stutters until I re-select the game. Then it plays normally.

Another thing that makes me happy: THE STEAM OVERLAY WORKS PERFECTLY IN FULLSCREEN MODE!!

Would it be at all possible to move the game in and out of windowed mode via SCRIPT? That way I can add "switch to windowed mode" in the game's option menu? That would put me over the moon.

Anyway, I haven't done a detailed playthrough of my game yet but so far I am very very happy. Again, awesome work.
#405
It was windows. Thanks CW! I'll pass this link on and see if it works.
#406
Sorry to necropost. I'm finding a number of users are complaining about the same issue Radiant reported. I usually have to send them a non-Steam build so they can run the game. Did anyone uncover a fix for this? The old link to MS Visual Studio 2015 seems to be broken now.
#407
Bit slow on testing this. I wanted to get a playable build for testers before breaking things with the new version! Will be trying it out soon. Can't wait to see what OpenGL is like.
#408
AGS Games in Production / Re: Unavowed
Wed 14/06/2017 14:11:06
Hey all. I'm at about the 3/4 mark and I've got a new playable build to test out. We're looking to get some fresh eyes on it, so if you are interested in testing let me know. Register on the Wadjet Eye forum and tell me your username and I'll give you access.
#409
AGS Games in Production / Re: Unavowed
Wed 07/06/2017 18:50:24
Unavowed is also known as "Men in Ties Passing a Baby to Each Other: The Game"

#410
AGS Games in Production / Re: Unavowed
Wed 31/05/2017 12:31:08
Haha. She's under a tree. :D
#411
AGS Games in Production / Re: Unavowed
Tue 30/05/2017 22:03:45
Playing around with a new gif recording method.
[imgzoom]https://media.giphy.com/media/jIJwDQLnAmduo/giphy.gif[/imgzoom]
#412
True! But the advantage of being able to change the property via script is that you can use it to determine IF the frame is already flipped.

Currently you can use: "if (frame.Flipped == true)" to determine if the frame was flipped via the editor, but if you change the frame with a DynamicSprite you won't be able to do that. Ideally, I'd like to be able to do this:

if (frame.Flipped == false)
{
    frame.Flipped=true;
}

Meaning I can check if the frame is already flipped, and if not - flip it!
#413
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

I'd also like a pony.
#414
AGS Games in Production / Re: Unavowed
Fri 26/05/2017 11:16:05
...

Yep. I suck at everything.
#415
AGS Games in Production / Re: Unavowed
Thu 25/05/2017 17:59:54
Huh. I know about the dropdown and use it frequently, but I never even NOTICED the "copy all from folder" option. How long has that been there? That's quite handy!
#416
AGS Games in Production / Re: Unavowed
Thu 25/05/2017 14:59:12
Thanks. They are fun to do.
#417
AGS Games in Production / Re: Unavowed
Wed 24/05/2017 18:43:00
I did another devstream today! Here's me implementing a bunch of characters and scenes. NOT spoilery, I promise.

https://www.youtube.com/watch?v=z1FHR2ZmM0I
#418
Ah! That's good to know. Thanks for pointing it out, CW.
#419
Righto. Workarounds it is!

@abstauber I actually use my own custom say function anyway, so I can do various things on the fly (like change portrait direction, change expressions, etc) so the dialog script stuff isn't an issue for me. The difficulty is getting the speech window border images to resize correctly depending on the size of the text string, which is something I haven't quite figured out yet.
#420
Not a bad idea! I'll try that, failing any other option.
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