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Messages - Dualnames

#141
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?
#142
I believe there is a function called IsButtonDownOnce, does that not work with pov,dpad?

If not u can set a simple check

Code: AGS

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();
}
}


#143
Can you post the definition of this KeyboardMovement_KeyLeft ? From the module's script or header, not sure where it is defined.
#144
I had no idea. Progz's way of coloring things was/is just magnificent, these are quite sad news :(
I spent a lot of time around Progz, during the stickam days.
#145
AGS Games in Production / Re: The Witch House
Wed 23/09/2020 16:58:14
I think the game looks marvelous <3, would definitely buy it!
#146
Am I supplying a 64bit version of SDL2.dll?
#147
General Discussion / Re: Where is everybody
Tue 08/09/2020 11:22:27
Babar, unacceptable that I wasn't mentioned with the mosque burnings and all that.

On my side, I've been more productive and less active on the forums, it happens guys. Between my personal thingies and working on Strangeland there's fewer time to spend on AGS forums, I do love this place a whole lot, it will always have a special place in my heart, no matter what, still in my locked tabs, will never leave it. <3
#148
There's an issue with AGS playing sounds for Windows 7, is that a known issue? It has been happening for a while now, but I thought it was my own coding problem, turns out that is not the case.
I have a build that faulters for that, if u wanna try it out. I'm using SDLmixer for the majority of the sounds, which is not problematic, but I use AGS's sound engine for the inventory sounds, and whilst i ahve no issues on windows 8 or 10, it seems on Windows 7 (used by our artist and writer (I know! Why are they using win 7 still ROFLMAO)) the sounds don't play.
#149
I've set SetMultiTaskingMode to 1 or whatever the value is that means that the game's loops continue when alt-tabbed, however the game seems to not do that on fullscreen.

EDIT: And I've replied my own question "Note that mode 1 does not work with some graphics cards in full-screen mode, so you should only rely on it working when your game is run in windowed mode."

Question regarding
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.

I'm doing this a lot in my code, where EGOTORCH VIEW has 8 frames i believe the frame 7 is the last one. That will continue to work, correct?
Code: AGS

cEgo.LockViewFrame(EGOTORCH, 2, 7);
cEgo.Animate(2, ANIMATION_SPEED, eOnce, eBlock, eBackwards);
#150
NICEEEE!!!!
#151
I'm not sure what this does, it seems to be creating a pattern?
#152


This is the MAC version of Primordia currently on GOG, I'm wondering, do the numbers refer to a specific point, aka can we by these numbers understand why/where it crashes?
#153
AGS Games in Production / Re: Strangeland
Wed 21/08/2019 19:45:19
@josiah1221: Thank you for the patience, the game is being worked on daily, rest assured!

@Amir: <3

@Danvzare: This is in AGS, we've been pushing things to the max where we can, trying to achieve what we want!
#154
AGS Games in Production / Re: Strangeland
Fri 16/08/2019 10:18:53
Awweee <3
#155
You/anyone makes anything close to What Remains of Edith Finch, I will gladly pay for it and leave a positive review!
#156
AGS Games in Production / Re: Strangeland
Thu 15/08/2019 05:51:22
#157
Quote from: Crimson Wizard on Wed 14/08/2019 20:03:09
Quote 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.

Fixed on my end!
#158
Everytime I create a new view it auto-selects a sound effect instead of none
#159
If I may I rather avoid using leftinv etc, and instead use a repeatedly_execute_always (if needed depending if the cycles are paused when the inventory is up) and a InventoryItem.GetAtScreenXY.

So for example.

Code: AGS


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);
    }
}
}
#160
Here's how u fix this. Before every sprite's creation

DynamicSprite.Create

put a

if (dynamicspritename!=null) dynamicspritename.Delete();

That way you ensure the sprite being handled properly.
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