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Messages - Ghostlady

#301
Explain to me about MAX_IMAGE_WIDTH and MAX_IMAGE_HEIGHT.  I am not finding it as valid code or a reserved word. 
#302
Ah SSH, that's what I was looking for.

Thanks for you help TwinMoon, the gui is no longer greyed out.
#303
Okay, I'll try that.  I need to center the inventory item graphic to the middle of the button though, not centering the gui.  Is that possible?
#304
I am trying to create a gui that pops up when an inventory item is picked up, and the gui displays the item.  Based on this post:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28748.0

I've created the button and the gui.  All is working but the inventory item is greyed out and not centered.  How do I fix this? 

#305
I didn't try using any of the filters.  I was having a near heart attack when the black screen happened so I went with the roll back and that worked.

The drivers update went forward, not backwards, and the version number was upp'ed pretty good so that told me the original drivers were a couple years old.  You would think by going forward it would support that resolution.

My concern was other people's pc's and if there would be a problem.  It sounds like there won't.
#306
The game resolution is set at 640 x 480 and my display is set at 1280 x 1024, on a laptop.
#307
I started making a game a few months ago.  I recently updated my display adapter drivers.  When I went to run the game, I got a black screen for the display.  I could hear the music and sound effects, but no video.  This was true for the editor and the .exe.  It will play in window mode with no problem.   I rolled my drivers back to the original ones and now everything works fine. 

So what does this mean, if anything?  Does this mean because I started creating the game with the older drivers I now must finish it with them?  Does this mean someone who will play the game that has updated video drivers will get the black screen also?  Or, does this mean I will need to redo the game with the updated drivers?
#308
PlayAmbientSound does looping.  That's what I needed.  Thanks.

In reference to the music break when changing rooms, it is more of a crack in the music.
#309
I would like a room to play music when entered but also have the crackle of fire in the background.  Is there an easier way to do this in AGS without having to blend the music and fire into one music file?

Also, I've noticed with version 2.72, my music is broken for a second when changing rooms.  Is there a way to eliminate that?
#310
Alright!!!  I'll give it a shot.  ;D
#311
Thanks for the explaination.  It helps a lot to understand how everything works.

Creating my own save gui is my next step.  I have to admit from reading posts here, I am rather daunted by the whole task.  Any tutorials that anyone knows of or better yet, an already made gui/template that I can redesign with my own graphics?
#312
Interesting enough, that worked.  I am curious why.
#313
Yes, I did do that:

#sectionstart btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
 
  QuitLabel.Visible = false;
  btnIconNo.Visible = false;
  btnIconYes.Visible = false;
  gIconbar.Visible = false;
  SaveGameDialog();
}
#sectionend btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE

The "no" button works and the "yes" button works.  The gui stays in the background for the save and load buttons and it shouldn't.
#314
I changed it from pop up at mouse y pos to popup modal and am calling it with the escape key.  It fixed the quit issue, but now, for the save and load buttons, the gui stays in the background instead of it being removed.
#315
Here is my dilemma.  See image below.  I click on the quit button.  Here is the script for that:

#sectionstart btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
 
  QuitLabel.Visible = true;
  btnIconNo.Visible = true;
  btnIconYes.Visible = true;
  gIconbar.Visible = true;
}
#sectionend btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE



The gui then closes down and you see this:



If I run my mouse over the top of the screen again, this pops up:



I can now execute to the "yes" or "no" button to quit or not quit the game.

I can't figure out why the second image happens and why the label doesn't appear in the gui the first time.
#316
I am creating a load, save, quit, play gui.  I have buttons for each function.  All buttons are working fine except the quit.  The difference here is that if the quit button is clicked, a label will appear on the gui with two new buttons.  The label will ask if the player really wants to quit and then the player will select the yes or no button that appeared when they clicked the quit button. The problem is, when the quit is clicked, the gui goes away.  If you bring the gui back up again, the label is now showing with the text and the yes and no buttons are also showing.  The buttons now work.  So how do I stop the gui from shutting down when the quit button is clicked?
#318
Okay, I feel really stupid.  I imported the background over the blue cup sprite by accident.  When I imported it to a different slot, it worked.  What is with the first slot that makes it invisible? 
#319
How do I change the inventory gui image (grey box) to use a custom image?  When I try to change the background image nothing happens.  It stays at the grey box.
#320
Ok, this is good.  I do understand pointers.

I didn't realize there was another manual other than the one that comes with the software.  This is even a bigger help.
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