I'm using latest version of AGS and latest version of speech center, and oggs and mp3s dont seem to work, I get "error playing" any thoughts/solutions about that?
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bool LEFT=false;
bool RIGHT=false;
bool UP=false;
bool DOWN=false;
function HitNoDirection()
{
LEFT=false;
RIGHT=false;
UP=false;
DOWN=false;
}
function repeatedly_execute()
{
if (gamepad.GetAxis(0) < -200 && !LEFT)
{
HitNoDirection();
LEFT=true;
//LEFT
}
else if (gamepad.GetAxis(0) > 200 && !RIGHT)
{
HitNoDirection();
RIGHT=true;
//RIGHT
}
else if (gamepad.GetAxis(1) > 200 && !DOWN)
{
HitNoDirection();
DOWN=true;
//DOWN
}
else if (gamepad.GetAxis(1) < -200 && !UP)
{
HitNoDirection();
UP=true;
//UP
}
else
{
HitNoDirection();
}
}
Quote
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
NOTE: this may be counter-intuituve, but for compatibility reasons the reverse animation begins with frame-1: this is because passing default 0 will make reverse animation begin at the last frame, so we pretend it wraps the loop and steps one frame back.
cEgo.LockViewFrame(EGOTORCH, 2, 7);
cEgo.Animate(2, ANIMATION_SPEED, eOnce, eBlock, eBackwards);
Quote from: Crimson Wizard on Wed 14/08/2019 20:03:09Quote from: Dualnames on Wed 14/08/2019 19:08:15
Everytime I create a new view it auto-selects a sound effect instead of none
Oh sh...
This might cause too much annoyance, so I quickly made a hotfix build, will release properly later:
https://www.dropbox.com/s/xewpl73fj9jjxi9/AGS-3.5.0.15--hotfix.zip?dl=0
Also fixed: blinking room frame during transitions.
int MouseButtonPressed=-1;
function repeatedly_execute_always()
{
if (IsGamePaused() == 1) { // do nothing if paused
}
else
if (gInventory.Visible) { // if inventory is visible...
if (Mouse.IsButtonDown(eMouseWheelNorth) && Mouse.IsButtonDown(eMouseWheelSouth)
&& !Mouse.IsButtonDown(eMouseLeft) && !Mouse.IsButtonDown(eMouseRight))
{
MouseButtonPressed=-1;
}
else
{
if (MouseButtonPressed!=-1)
{
return;
}
}
//move up through inventory with mouse wheel
if (Mouse.IsButtonDown(eMouseWheelNorth)
{ //i think these don't get triggered here this way,so u might need to keep ur code on that mouse click for the wheel events
MouseButtonPressed=eMouseWheelNorth;
invCustomInv.ScrollUp();
}
//move down through inventory with mouse wheel
if (Mouse.IsButtonDown(eMouseWheelSouth))
{
MouseButtonPressed=eMouseWheelSouth;
invCustomInv.ScrollDown();
}
InventoryItem *tInv;
tInv = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if Mouse.IsButtonDown(eMouseRight)
{
MouseButtonPressed=eMouseRight;
if (player.ActiveInventory==null) {
player.ActiveInventory=inventory[game.inv_activated];
} else {
tInv.RunInteraction(eModeUseinv);
}
}
if Mouse.IsButtonDown(eMouseLeft)
{
MouseButtonPressed=eMouseLeft;
mouse.Mode=eModeLookat;
player.ActiveInventory=null;
tInv.RunInteraction(eModeLookat);
}
}
}
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