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Messages - Ghostlady

#181
I have been playing and saving to find the errors from going from the old version to new.  Its been good with saves and loads until now.   
#182
Ok I think that fixed it.  Thank you so much for your help!
#183
I changed this on the global script and the global header script and in a room for one character.  I now get this error on the
GlobalScript.asc(350): Error (line 350): Parameter type does not match prototype
#184
Here's the error:
Failed to save room room2.crm; details below
room2.asc(147): Error (line 147): Type mismatch: cannot convert 'const string' to 'string'
#185
I looked in the old files for global script and it is the same in the imported script.
Each character had their own Gui/Color Text function.

Global script:
#sectionstart SaySpecial2  // DO NOT EDIT OR REMOVE THIS LINE
function SaySpecial2(Character *thechar, string message) {
  slabel2.TextColor = thechar.SpeechColor;
  slabel2.SetText(message);
  thechar.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays
  slabel2.SetText("");
}

#sectionstart SaySpecial3  // DO NOT EDIT OR REMOVE THIS LINE
function SaySpecial3(Character *thechar, string message) {
  slabel3.TextColor = thechar.SpeechColor;
  slabel3.SetText(message);
  thechar.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays
  slabel3.SetText("");
}

Room script you would see this:
if ((stone == 0) && (convers == 0)) {
   gGui6.Visible = true;   
   SaySpecial2(cWoman, "What are these stones for Paulina?");
   gGui6.Visible = false;
   gGui13.Visible = true;
   SaySpecial4(cPaulina, "There is one missing.  If you can find it, I'll explain it all to you.");
   SetGlobalInt(350,  GetGlobalInt(350) + 1);
   gGui13.Visible = false;
   convers = 1; }

What has changed with the function or text?  If I remove the "SaySpecial#" from the lines in the room script, the game will compile but the text doesn't go into the text gui.  If I keep it in the game won't compile.
#186
It kept highlighting one of the other games so when I hit continue it would open one of them.  That menu is what I couldn't get past so I created a new game to get past the menu.

Ok, The game is up and running. Yahoo.  There was tons of dialog I had to convert from SaySpecialCharacter to Character.Say.  So now what I am seeing is my dialog text is no longer in the dialog gui but splayed across the top of the screen.
#187
Quote from: Crimson Wizard on Thu 27/07/2023 01:50:54
Quote from: Ghostlady on Thu 27/07/2023 01:35:50I did try that but it wouldn't let me past that menu screen. 

Why not, what had happened?
Nothing, I couldn't get past that menu window.  It just sat there not letting me move.

Quote from: Ghostlady on Thu 27/07/2023 01:35:50Maybe you can help me with some of this conversion stuff.

There's something weird about this, the macro name does not work in the contemporary versions of AGS if it starts with underscore.
Changing the name to "THE_NUMBER_OF_OBJECTS_YOU_HAVE" makes that work.

That worked.  :smiley:
#188
I did try that but it wouldn't let me past that menu screen. 
Maybe you can help me with some of this conversion stuff.

// room script file

// total number of objects (including object number 0 which isn't used)
#define _THE_NUMBER_OF_OBJECTS_YOU_HAVE_ 15

// called when the puzzle is solved:
function on_puzzle_solved() {
  SetGlobalInt(10,  GetGlobalInt(10) + 1);
  SetGlobalInt(30,  GetGlobalInt(30) + 1);
  PlaySound(18);
    gGui7.Visible = true;
    gGui7.Centre();
    string herscore;
    StrFormat(herscore,"Puzzles: %d",GetGlobalInt(10)); 
  ScoreHer.SetText(herscore);
  ScoreHer.TextColor = cWoman.SpeechColor;
  Wait(120);
    gGui7.Visible = false;
  GiveScore(1);
  gGui3.Visible = true;
  cWoman.ChangeRoom (3);
}

int button_pressed=0, ob=-1;
int correct = 0;

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: Repeatedly execute
  if (IsButtonDown(LEFT)) {
    if (button_pressed==0) {
      button_pressed = 1;
      ob = GetObjectAt(mouse.x, mouse.y);
     
      if (ob!=-1) {
          int width  = GetGameParameter(GP_SPRITEWIDTH, GetObjectGraphic(ob), 0, 0);
          int height = GetGameParameter(GP_SPRITEHEIGHT, GetObjectGraphic(ob), 0, 0);
         
          //MoveObjectDirect(ob, mouse.x-width/2, mouse.y+height/2, 7);
          //while (IsObjectMoving(ob)) Wait(1);
      }
    }
  } else {
    button_pressed=0;
    if (ob!=-1) {
      SetObjectBaseline(ob, 0);   
      ob=-1;
     
      int i = 1; correct = 1;
      while (i < _THE_NUMBER_OF_OBJECTS_YOU_HAVE_) {
        int width  = GetGameParameter(GP_SPRITEWIDTH, GetObjectGraphic(i), 0, 0);
        int height = GetGameParameter(GP_SPRITEHEIGHT, GetObjectGraphic(i), 0, 0);
        correct=correct*(GetHotspotAt(GetObjectX(i)+width/2, GetObjectY(i)-height/2)==i);
        //Display("object number %d (correct=%d)", i, correct); //debug
        i++;
      }
   
      if (correct == 1) {
        on_puzzle_solved(); //call an event function
      }
    }
  }

This doesn't work anymore, getting an error - room5.asc(50): Error (line 50): undefined symbol '_THE_NUMBER_OF_OBJECTS_YOU_HAVE_'
#189
Ok, I got it figured out.  When I went into the latest version, 3.6.0, I had to create a new game to get past the opening menu.  Once I was in the new game I went to file and then did an "open" which let me navigate to the folder where I have the old game and it pulled in in!
#190
I downloaded both of these versions of AGS and they do not recognize the game in AGS.  It should be finding Oakhaven.

#191
Ok I'll try that and let you know.  Thank you for all the help.
#192
Version 3.6
Yes I did select backup files.
#193
Let's take 2.70 out of the picture.  I pulled the game into the new version of AGS.  It started as an import.  It failed due to access reasons as above.  I had to get out of the import without it finishing.  I've tried numerous times to run it again and I get the same error.  I did not have the project open in multiple places.  For curiosity sake, I tried creating a "new" game and it got created and saved with no problem to the exact same documents folder that the import is having problems with. 
#194
Here is the error.
#195
I can open the game with AGS 2.70 but when I try to save I get a write error. I never used to get this but have changed OS a couple of times since the game was created.  How do I get past this?  I think the import will work if I get past this also.
#196
I still have the original folder with everything in it including the compiled folder. The ac2game.dta file is available.  The new AGS recognized this game and pulled it up in the list to "Continue an Existing Game" and "Continue a Recently Edited Game".  Continue an existing game will put me into the new AGS folder (do I need to copy all the files to there?) and the other will ask for an import but I am getting errors that it doesn't have access.  I don't know how to add an image with the errors.
#197
It is a compiled game created with AGS 2.70
#198
Hello, I created a game in 2006. Is there a way to import those files into the current AGS version? I'm thinking of doing a redo of this game.
#199
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You can read more about it HERE
#200
Recruitment / Re: Voice Over needed
Fri 27/07/2012 02:16:43
Filled.
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