Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gabarts

#61
I have to check. I've tried using object[0] since I've already used for another script but maybe I've missed something.

If you use object[ID] inside a function it always search for the object inside the relative room?

Thanks for reply.
#62
It's first time I try to animate an object. But I need to operate from the Global Script since it's inside a character interaction.

It gives me Undefined token oEffetto1

Here part of the code I have:

Code: ags
cGabbiano.UnlockView();
       Wait(40);
       oEffetto1.Visible = true;
       oEffetto1.SetView(38);
       oEffetto1.Animate(0, 4, eRepeat, eBlock, eForwards);
       Wait(60);
       oEffetto1.Visible = false;
       aGabbiano.Play();
       cGabbiano.Walk(220, 45, eBlock, eAnywhere);


I've tried using the object[0] ID but cannot find how to call from global script. I've used once to call from inside a dialog and it works but here it's the first time I face this error.
#63
I tought was an editing problem in the room, instead it's still not working.
The code is fine but it takes effect only loading the room.

The situation is this:

I have the dialog, the option is checked, the passage is free but the player is already in the room and the Walkable area is not restored. I need to exit and re-enter again in the room.
#64
It's perfect now. THANKS
#65
I got this:

#66
In fact it was right Khris :)

My fault in the room editing, I missed a whole line to join the 2 areas...
#67
My experience on this argument.
I've found a thread in the forum about ogv format conversion...
File size dropped, no quality loss and playing in VLC. So I compiled the game and all worked. I was happy :)

But then launching the game I can't hear sound in my intro...
With avi. works fine, but size is bigger of course.
#68
I've tried using this condition on_Room Load to Restore a Walkablearea after a certain dialog option with no success...

Here the code:

Code: ags
function room_Load() {
SetTimer(1, 600);
SetTimer(2, 2400);
  
  if (dDialog5.HasOptionBeenChosen(4)) {
   RestoreWalkableArea(2);
 }
  else {
   RemoveWalkableArea(2);
 }
}


Plus I have a little question about the music transition between rooms, but I will use another thread in case...
I coded:
Code: ags
function room_AfterFadeIn()
{
aIndy_Venezia.Play();
}

When I change the next room music can be heard and is fine. But once I return back to the Room where there is that code, the music suddenly interrupts and start again.
#69
Understand. I'm not of a great help then, since I only use that in Logic or Garage Band. Anyway, I'm interested in your plugin, if you manage to reach your goal, let me know. Would be an amazing thing to insert in AGS, a midi-dynamic controller ready to use inside the program!
#70
I remembered this thing for hotspots and was working also for some of my inventory items at the beginning, maybe I've deleted something...

[EDIT]
Ok working again. Thanks
#71
How does it work precisely? Because I've used this function inside inventory items and at the moment isn't working.

I mean it auto assigns USE item WITH instead of USE only (that I need for certain items).
#72
Find in my posts... I've lot of VST-AU virtual instruments for both Win and Mac, just found recently an emulation of Roland MT-32 somewhere. But I used another host program to load those sounds. I don't remember the name now, have to check in my Macbook. Anyway you should find something in my posts about Roland MT-32.
#73
Fantastic mood and graphic :)
#74
Thank you :)

The English translation will start after finishing the chapter. Of course some guys of the italian forum will help me, my english is good but there are some experts outta there or here maybe.

The whole game is kinda impossible to finish in reasonable time, but I'm thinking to release single chapters to play. Then at the end all will be joined in 1 full game, hopefully :)
#75
A little preview of the development. Small moves, Ellie, Small moves... oh wait that was a movie... :)

#76
Always helpful Khris, thanks for the quick reply. I will do some tests.
#77
I've set a character speaking with a Timer and put the code under
function repeatedly_execute

In the manual it says it's better to use function repeatedly_execute_always() if the actions are not involving the player.

But anyway, I'd like to know 3 things:

- I've seen that the action is done but when my other character is speaking it blocks the cursor and GUI. Is there a way to avoid this?

- If I would make the action looping after timer is expired? For example in my case this character says something after timer 1 and something else after timer 2. Then I want the timers restart after a certain amount of time (looping the all thing).

- I want this function only executed when player interacts with hotspots for example and stopped when player is in dialogue mode of course.

#78
Fantastic :) You are a treasure of coding!
#79
Ok for a code panel or numbers... the AppendChar seems the easiest function to apply for this.
But what about something like this, I may need it for my main Venice puzzle at the end.

#80
Interesting posts

Would be nice to add a randomizer for the code. Each time the game starts it mixes up the correct sequence for the hotspots or buttons...
is possible to do?
SMF spam blocked by CleanTalk