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Messages - FanOfHumor

#61
Its with buttons being the things the player added to the inventory.Its definitely figured out by now. Thanks for your help both of you.
#62
How do I get the global inventory item ("item") to equal the selected inventory item.

I added this to the basic function do_inventory_action(MouseButton button, InventoryItem* item)
Code: ags
  Object *o = Object.GetAtScreenXY(mouse.x, mouse.y);
  if (o != null && o.GetProperty("inventory")==true)
  {
    mouse.Mode=eMouseLeftInv;
  }

Sorry if my explanation is fragmented and confusing.
#63
Oops! I called the button an object. ikey is a button and ikey2 is an inventory item. Will try that Khris when I get a chance. Although something about that doesn't sound right for a button .I could be wrong.
#64
Ok...Thanks for the info.
#65
I have a button that displays an inventory item in my custom inventory. I don't have an inventory window but instead I have buttons in place of where the inventory items should be placed.Its really hard to explain so i'll try explaining with pictures.

I have a button for interactions.

and an inventory item for receiving the actions as events.

I want the inventory item to recognize events
from the buttons interactions.(As if The inv-item was clicked instead of the object)

if ikey(the button) has an item used on it then ikey2(inv-item) should recognize it as .
And so on with the other events.
I hope I explained it clear enough.
Thanks in advance.
#66
QuoteYou do realize that once you have imported it into AGS, this will not make any difference, since AGS stores sprites in its own internal format regardless of the format of the original files?
No,I didn't realize that.But why is it faster loading in a game with imported tiff files?I know it's changed to sprites but why is it faster even though its changed? Could it be because of a different way of displaying colors?I've gone through a few tests in my game and it seems much faster with imported tiff files. ???

QuoteAs far as I know, TIF and TIFF is just the same thing, so it's a matter of adding new extension to a file filter.
That's what I figured.
#67
I just started using .tiff images recently because tiff is 2x faster loading than png.When I import it I have to rename it as just .tif.This is troublesome since converters to tif aren't as common as tiff converters.Could support be added for tiff please?
#68
QuoteDo you mean dragging around the list, or drag & drop whole folders from the file explorer to import sprites?
Yes ,I meant to say to drag and drop whole folders within  the sprite panel(as in to be able to organize the sprite folders).
#69
Not that I like to harp on this but do you think you might soon allow dragging folders in the sprite menu?If i'm being annoying just say the word and i'll zip my lip. :X
#70
This theme reminds me of the video game series Carmen Sandiego.
#71
Thankyou all for your information. That helps very much.
#72
What about 2k?Do you think that's a reasonable size for an average speed computer?
#73
Thanks for the answer.

QuoteWhat is that supposed to mean? Should everyone who doesn't know the answer post here to say they don't know the answer?  :-D
Of course not. (laugh)
#74
I find this music inspiring.
#75
Is the number of objects per room increased in this version?
#76
I have an AGS game that I am making at 1080p but its slightly slow.Just recently a friend of mine(A professional graphics artist) said that I should do it in 4k RGBA16 so that it could be scaled down and have no problems scaling up.He says that exporting it as RGB16 will be smaller in file size so I don't know if doing it in 4k is better for speed or not.What exactly effects the speed of AGS games?Would it be the graphics resolution,the filesize of the graphics,the amount of animations running at once,or something else? If the resolution of the game is scaled down to the users screen size would that make it run faster?And does using RGB16 effect the speed in any major way?

EDIT:
Apparently no one is able to answer these questions but I would at least like to have this one question answered if possible.When an AGS game loads sprites what is the most speed effecting part of loading it?Is it the file size(as in bytes) or the file size(as in resolution size)?
#77
I would like to be able to have a small script to change the cursor to normal whenever its over any object and the object is animating.If it isn't animating to then change the mouse mode to whatever I choose.
This is the script I use to change it whenever it's animating. This is in a rooms repeatedly execute function.
Code: ags
	
if(Hotspot.GetAtRoomXY(mouse.x, mouse.y)==hHotspot1)
	{
			if(fries2.Animating||fries.Animating)
		{ 
			mouse.Mode=eModeWalkto;
		}
		else
		{
			mouse.SaveCursorUntilItLeaves();
			mouse.Mode=eModeclickable;
		}  
	}

What I would like to do is to check if any object is animating+mouse is on it.
What I have tried is this in Global Script in repeatedly execute always. I stopped short because I couldn't think of anything that could possibly work.
Code: ags

  if (GetLocationType(mouse.x, mouse.y) == eLocationCharacter||GetLocationType(mouse.x, mouse.y) == eLocationObject && \\I thought maybe something here to set the condition of animating.)
  {
     if(__//any object that the mouse is over__.animating==true)
     {
        mouse.SaveCursorUntilItLeaves();
        mouse.Mode=eModeclickable;
     }
  }


So basically it should check what object the mouse is on and then check if that object is animating.

EDIT:

If no one knows please say so.
#78
Alright then.Do whatever you see fit.
#79
That's what I figured.
#80
I don't know anything about how SVG works so I have no idea whether it's plausible or not to import SVG images as sprites into AGS.Ive been learning to make svg recently and I thought"I wonder what it would be like if AGS could import SVG?I'm guessing it would be smooth for even small resolutions.". Would it? Is this possible or just wishful thinking?
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