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Topics - EnoRed

#1
I've been trying to run an AGS project, but I'm having some problems that appear to be linked to my antivirus software. The game doesn't open and I get this message:

QuoteError: Access is denied
Version: AGS 3.4.0.16

System.Exception: Access is denied ---> System.ComponentModel.Win32Exception: Access is denied
   at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- End of inner exception stack trace ---
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at AGS.Editor.ToolStripExtended.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I'm using Avast. Temporarily deactivating it makes AGS run the project normally, so it definitely seems to be the problem. I've tried making exceptions for the AGS folder and the folder for the project itself, but I still get the same error. Is there a way of getting my antivirus to work around it, or do I need to deactivate it every time I want to run a preview of a project?
#2
Critics' Lounge / Cartoon Punk - Any Pointers?
Sat 20/04/2013 03:58:21
I've been out of practice with spriting for quite a while so I decided to try and get back into it again. Here's something I recently made, a character that I might use for a future game if I ever get round to it.



I'm kinda happy with it for the most part (there isn't much shading but I wanted to keep it simple) but there's something not quite right about it... I want to see if anyone has any suggestions on how to improve it or what might be wrong with it.
#3
Hm, haven't posted here in a while... I've been trying several different styles to try and find one that's functional and that I'm comfortable with using. Here's just something I made a day or two ago. I decided to base the sprite on Davy Jones from RON, just so I had something to work with (part of my problem is trying to design a character while I make the sprite without a clear view of what I want; I think basing a sprite on an existing design makes it a tad easier).



I tried to minimize outlines and instead use shades to separate the particular body parts on the sprite (like using a lighter grey colour to differentiate Davy's arm from the rest of his jacket). I dunno if it worked too well, and the shading probably isn't very consistent, but I thought I'd let people see it to judge for themselves.

Admittedly I'm not sure if I'll continue to use this style, at least not before I try a few other ones first.
#4
Wow, been a while since I've posted here...

I just wanted to ask how to make events refer to a different script other than the "GlobalScript" for interactions and such. Basically I'm afraid the GlobalScript will get pretty cluttered, having to put in interactions for every single character and item not confined by one room script, so I wanted to check if there was a way I could make seperate scripts (like one for all characters or inventory items etc.) and how to make the events refer to them intead of the Global Script.
#5
Could someone tell me where I can find the code for the default AGS inventory? I mean, after I enable "Handle inventory clicks in script", how do I script it so that it works exactly the same as the default inventory with this option disabled?

I know it sounds like a pretty pointless thing to ask, but I want to make some small modifications to it that I can't make while the inventory is essentially being dealt with automatically. Can anyone help me out?
#6
I was wondering what code I would need to use to check if the mouse cursor is either clicking on or is in the vicinity of a hotspot, object, character and anything else that isn't a walkable surface (or is completely empty). I'm trying to create a two-click interface from the default template where the right click will simply look at an object or hotspot and the left click will perform all the main mouse modes all in one, depending on what the player clicks on. Here's the code I have so far:

Quotefunction on_mouse_click(MouseButton button) {
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
else if (button == eMouseLeft){
    ProcessClick(mouse.x, mouse.y, eModeWalkto );
  }
  else if (button == eMouseRight){
    ProcessClick(mouse.x, mouse.y, eModeLookat);
}

Right click works fine obviously, since it's pretty simple, however left clicking can only perform the WalkTo function. I want it so that the WalkTo function will be the default for if the player only clicks on walkable and/or empty areas, but it will react in whatever way I want it to in the individual room's script towards individual objects, characters and hotspots. Being pretty new at this (I've only just learnt most of the basics...) I'm sure this is pretty simple, but then that's why I'm posting in the first place.

Alternatively, if someone can link me to a template for a two-click interface that works (I've only found ones for older AGS versions) then that might be a nice shortcut, but I'd prefer an answer to this question instead if that's possible. Thanks in advance.
#7
Hi, new member here... Although I've lurked here in the past. Got back into AGS somewhat (well, I got into it in general and didn't give up immediately when I couldn't get instant results like I did before) and I've been also trying to get back into the swing of spriting. I used to do it a lot more a while back, but I'm a bit out of practice so I might need a few pointers on what I might be doing wrong.

This is a sprite of a possible protagonist for a future game I might want to make, after I do a whole lot of practicing and taking it slow. It's kind of obvious I'm going for a pretty exaggerated look, although even if you're exaggerating something you've got to abide by certain rules. Please let me know if there's anything you think would improve it, or general advice on how to improve from what you can glean from this.

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