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Messages - Ghostlady

#81
I created a new game with just one room and the problem appeared. I was thinking maybe resolution, so I changed it from 640 x 480 (my game) to 1024 and the problem still exists.
I also tried a different monitor instead of the large one. I have a really old standard one and the problem still exits.
#82
Ok, thanks for all this. I'll do some switching things around.
#83
I downloaded King's Quest It Takes Two to Tangle - It opens in full screen mode, able to Alt Enter to windowed mode but cannot get to the top of the window to move to the other screen.
I downloaded King's Quest 1 and Alt Enter goes to a screen with a prompt to restart
I downloaded The Order - It opens in full screen mode, able to Alt Enter to windowed mode and able to move to my large screen. If I hit Alt Enter again, it flips over to my laptop screen.  This one is a little strange because the first time I opened the game, I experienced my problem.  The second time I can't recreate it. It opens on my laptop screen. I can toggle Alt Enter over and over and it will change appropriately.  If I move to the large screen and hit Alt Enter, it constantly moves it to the laptop screen, so it will never open full window mode on large screen, it switches to the pc, but it doesn't freeze the mouse.

I'll try the new game option and see how that works.
#84
Can you offer a suggestion for a game.  I've tried two but the Alt Enter will not work because one or both of those keys are used for other things, like settings.
#85
CW - Here is the alligator, it is part of the background.

https://www.youtube.com/watch?v=EtSvp3PuPdc

Thanks for your ideas Kris!
#86
One thing I noticed this time was that after the mouse froze, I was able to hit Alt Enter and get back into the full screen mode. I don't think I was able to do that before.

Here's the Log:
Code: ags
Adventure Game Studio v3.6 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2024 others
Engine version 3.6.1.29, 32-bit LE

Installing exception handler
Initializing backend libs
SDL Version: 2.28.5
Initializing game data
Looking for the game data.
 Cwd: C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows
 Path arg: 
Searching in (cwd): C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows
Found game config: C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows/acsetup.cfg
 Cfg: data file: 
Searching for game data in: C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows
Found game data pak: C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows/Oakhaven.ags
Located game data pak: c:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows/Oakhaven.ags
Opened game data file: game28.dta
Game data version: 3060114
Compiled with: 3.6.1.24
Startup directory: C:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows
Data directory: c:/Users/pondi/Documents/OakhavenRemaster/Oakhaven/Compiled/Windows/
Setting up game configuration
Logging to C:/Users/pondi/Saved Games/Adventure Game Studio/ags.log
Voice pack found: speech.vox
audio.vox found and initialized.
Initializing TTF renderer
Initializing mouse: number of buttons reported is 3
Initializing audio
Requested audio driver: default
Audio driver: wasapi
AudioCore: opened device "Default OpenAL playback device"
Supported sound decoders:
 - Play modules through ModPlug : 669,AMF,AMS,DBM,DMF,DSM,FAR,GDM,IT,MDL,MED,MOD,MT2,MTM,OKT,PTM,PSM,S3M,STM,ULT,UMX,XM,
 - MPEG-1 Audio Layer I-III : MP3,MP2,MP1,
 - Microsoft WAVE audio format : WAV,
 - Audio Interchange File Format : AIFF,AIF,
 - Sun/NeXT audio file format : AU,
 - Ogg Vorbis audio : OGG,
 - Creative Labs Voice format : VOC,
 - Raw audio : RAW,
 - Shorten-compressed audio data : SHN,
 - Free Lossless Audio Codec : FLAC,FLA,
Sound cache set: 32768 KB
Install exit handler
Initialize path finder library
Load game data
Game title: 'Intrigue At Oakhaven'
Game uid (old format): `1125104187`
Game guid: '{51d81780-07b1-4d1b-b2e1-68b3513ef570}'
Game GUI version: 119
Requested script API: v3.6.1 (3060100), compat level: v3.2.1 (0)
Loaded font 0: agsfnt0.wfn, req size: 0; nominal h: 18, real h: 18, extent: 0,18
Loaded font 1: agsfnt1.wfn, req size: 0; nominal h: 18, real h: 18, extent: 0,18
Loaded font 2: agsfnt2.wfn, req size: 0; nominal h: 18, real h: 18, extent: 0,18
Loaded font 3: agsfnt3.ttf, req size: 16; nominal h: 16, real h: 21, extent: -1,21
Loaded font 4: agsfnt4.ttf, req size: 16; nominal h: 16, real h: 19, extent: 0,19
Initializing resolution settings
Game native resolution: 640 x 480 (16 bit)
Mouse cursor graphic area: (0,0)-(639,479) (640x480)
Checking for disk space
Device display resolution: 1920 x 1200
Graphic settings: driver: OGL, windowed: no, screen size: 0 x 0, game scale: proportional
Graphic settings: refresh rate (optional): 0, vsync: 0
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit): 
	1920x1200;1920x1200;1920x1080;1920x1080;1680x1050;1680x1050;1600x1200;1600x1200;
	1280x1024;1280x1024;1280x800;1280x800;1280x720;1280x720;1024x768;1024x768;
	800x600;800x600;640x480;640x480;
Attempting to find nearest supported resolution for screen size 1920 x 1200 (32-bit) fullscreen
Attempt to switch gfx mode to 1920 x 1200 (32-bit) fullscreen
OpenGL adapter info:
	OpenGL: 4.6.14802 Compatibility Profile Context 21.40.18.15 30.0.14018.15002
	Vendor: ATI Technologies Inc.
	Renderer: AMD Radeon(TM) Graphics
OGL: Transparency shader program created successfully
OGL: Tinting shader program created successfully
OGL: Lighting shader program created successfully
Graphics driver set: OpenGL
Graphics mode set: 1920 x 1200 (32-bit) fullscreen desktop, on display 0
Graphics mode set: refresh rate (optional): 120, vsync: 0
Render frame set, render dest (160, 0, 1759, 1199 : 1600 x 1200)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (160, 0, 1759, 1199 : 1600 x 1200)
Using gfx filter: StdScale
Texture cache set: 131072 KB
Mouse speed control: enabled, unit: 1.000000, user value: 1.000000
Touch-to-mouse motion mode: absolute
Mouse cursor graphic area: (160,0)-(1759,1199) (1600x1200)
Multitasking mode set: 0
Setting up window
Multitasking mode set: 0
Initialize sprites
Sprite cache set: 131072 KB
Initialize game settings
Precache view 0 (loops 0-3) with 40 frames, total = 0 ms, average file->mem = 0 ms, bm->tx = 0 ms,
		loaded 0 sounds = 0 ms
	Sprite cache: 29 -> 54 KB, texture cache: 0 -> 99 KB
Prepare to start game
Engine initialization complete
Starting game
Attempting to find nearest supported resolution for screen size 1280 x 960 (32-bit) windowed
Maximal allowed window size: 1898 x 1072
Attempt to switch gfx mode to 1280 x 960 (32-bit) windowed
Graphics driver set: OpenGL
Graphics mode set: 1280 x 960 (32-bit) windowed, on display 0
Graphics mode set: refresh rate (optional): 0, vsync: 0
Render frame set, render dest (0, 0, 1279, 959 : 1280 x 960)
Mouse speed control: enabled, unit: 1.000000, user value: 1.000000
Touch-to-mouse motion mode: absolute
Mouse cursor graphic area: (0,0)-(1279,959) (1280x960)
Multitasking mode set: 0
Attempting to find nearest supported resolution for screen size 3840 x 1620 (32-bit) fullscreen
Attempt to switch gfx mode to 2560 x 1080 (32-bit) fullscreen
Graphics driver set: OpenGL
Graphics mode set: 3840 x 1620 (32-bit) fullscreen desktop, on display 1
Graphics mode set: refresh rate (optional): 60, vsync: 0
Render frame set, render dest (840, 0, 2999, 1619 : 2160 x 1620)
Mouse speed control: enabled, unit: 1.000000, user value: 1.000000
Touch-to-mouse motion mode: absolute
Mouse cursor graphic area: (840,0)-(2999,1619) (2160x1620)
Multitasking mode set: 0
Game.SetAudioTypeVolume: type: 2, volume: 24, change: all
Game.SetAudioTypeVolume: type: 2, volume: 50, change: all
Attempting to find nearest supported resolution for screen size 1280 x 960 (32-bit) windowed
Maximal allowed window size: 1898 x 1072
Attempt to switch gfx mode to 1280 x 960 (32-bit) windowed
Graphics driver set: OpenGL
Graphics mode set: 1280 x 960 (32-bit) windowed, on display 1
Graphics mode set: refresh rate (optional): 0, vsync: 0
Render frame set, render dest (0, 0, 1279, 959 : 1280 x 960)
Mouse speed control: enabled, unit: 1.000000, user value: 1.000000
Touch-to-mouse motion mode: absolute
Mouse cursor graphic area: (0,0)-(1279,959) (1280x960)
Multitasking mode set: 0
Attempt to switch gfx mode to 3840 x 1620 (32-bit) fullscreen
Graphics driver set: OpenGL
Graphics mode set: 3840 x 1620 (32-bit) fullscreen desktop, on display 1
Graphics mode set: refresh rate (optional): 60, vsync: 0
Render frame set, render dest (840, 0, 2999, 1619 : 2160 x 1620)
Mouse speed control: enabled, unit: 1.000000, user value: 1.000000
Touch-to-mouse motion mode: absolute
Mouse cursor graphic area: (840,0)-(2999,1619) (2160x1620)
Multitasking mode set: 0
Quitting the game...
***** ENGINE HAS SHUTDOWN
#87
Whoops, I put it just in the Compiled folder.  I moved it under the Windows folder and tested and it did not fix the issue.
#88
acwin.exe System Error
I get an error message that reads:  The code execution cannot proceed because SDL2.dll was not found. Reinstalling the program may fix this problem.
#89
Yes, this is what I was looking for.
So I set it up like this: 
Code: ags
function room_RepExec()
{
  if (GetBackgroundFrame() == 2)
{
    SetBackgroundFrame(2); // this fixes it on the last frame  }
}
}

Here's the scenario.  There is an alligator on the background screen with his mouth closed. The second background his mouth is halfway open, on the third background it is open all the way.  There are two sounds playing, the alligator making his noises and background swamp noises like birds.  I would like to check for the alligator sound (aSound31) to see if it has ended.  If it has, I would then like to close the gator's mouth so I would use another SetBackgroundFrame(0) when this happens.  I can't figure out to how to check for when the sound ends.

Also, the second player will need to pass this way also. I am assuming it should react the same way for the second player.
#90
I want to animate the backgrounds not an image, but only for one cycle.
#91
I have four background images that I would like to animate just once.  It does it repeatedly.  How can I do this?
#92
Going forward, should I put the setting back to what it was or leave it as OpenGL.  I am thinking of when the game is complete and put on Steam, I would prefer the best possible performance and less people having to fiddle with settings.
#93
This time when I looked in the compiled folder the game file was not there.  So I redid the Build EXE and it created a new one.  Now the music works.  ???  So a little confused about that but I am happy it is working now.
Did you see my post above about the frozen mouse?
#94
For the Audio:
The command is "Build -> Build EXE", and there's also "Build -> rebuild all files". (saw these and did that)
Is your audio configured to be packaged inside "In Main Game Data" or "In Audio VOX"? This may be found when you select audio folders. (I can't find the setting for this)
Do you have audio.vox present in the Compiled/Windows ? (Yes, audio.vox and speech.vox)
#95
Hi, I added the change right before the repeatedly_execute and now the mouse for the female player is not working at all but using the default cursor.
Did I do this correctly?

Code: ags
 SetGlobalInt(360,0);
  SetGlobalInt(370,0);
  SetGlobalInt(380,0);
  SetGlobalInt(390,0);
  SetGlobalInt(400,0);
  SetGlobalInt(410,0);
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE

bool wasOverActiveArea;
void HandleCursor() {
  if (Mouse.Mode == eModeUseinv) return; // do nothing
  bool isOverActiveArea = GetLocationType(mouse.x, mouse.y) != eLocationNothing; // compare to enum!
  if (isOverActiveArea && !wasOverActiveArea) {
    // mouse just moved over active area
    Mouse.UseModeGraphic(eModePointer); // pointer for both
  }
  else if (!isOverActiveArea && wasOverActiveArea) {
    // mouse just left active area
    if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandU);
    else Mouse.UseDefaultGraphic();
} }

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  //if (GetLocationType(mouse.x,mouse.y) > 0) {
//     Mouse.UseModeGraphic(eModePointer); }
  //   if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
  //else  if (player == cWoman) {   
 //       mouse.UseModeGraphic(eModeDapHandU); }
  //else  if (player == cMan) {   
   //     Mouse.UseDefaultGraphic(); }
   
   HandleCursor();
     
  if (player == cWoman) {
     StrFormat(herscore,"  Puzzles:  %d",GetGlobalInt(10));   
     ScoreHer.SetText(herscore);
     ScoreHer.TextColor = cWoman.SpeechColor; }
   
  if (player == cMan) { 
     StrFormat(hisscore,"  Puzzles:  %d",GetGlobalInt(20));   
     ScoreHim.SetText(hisscore);
     ScoreHim.TextColor = cMan.SpeechColor; } 
#96
Some interesting observations.  If I change my large monitor in be the "main display" the issue does not happen.
I had originally changed to OpenGL in the winsetup.  Tonight I changed it in the editor's "default setup" pane.  Issue happened in both places.
I found it happens in the room where there is animation going on. It's the mouse that freezes. I was able to capture it for you in video. You can see the mouse in the middle of the screen shaking. It is froze.

https://youtu.be/xjffgv36iuM



I'll look at the audio stuff tomorrow.


#97
When I make the change it only affects the mouse on an interact area, not the default mouse. I would want it to change for both.  The eModeDapHandU is a mouse cursor I set up.

Here was the code in the global script:
Code: ags
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  if (GetLocationType(mouse.x,mouse.y) > 0) {
//    Mouse.UseModeGraphic(eModePointer); }
    if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
  else {
    Mouse.UseDefaultGraphic(); }

Here is what I changed it to:
Code: ags
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  if (GetLocationType(mouse.x,mouse.y) > 0) {
//    Mouse.UseModeGraphic(eModePointer); }
    if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
  else  if (player == cWoman) {  
        mouse.UseModeGraphic(eModeDapHandU); }
  else  if (player == cMan) {  
        Mouse.UseDefaultGraphic(); } 
#98
I have two characters. Right now, the mouse graphics default is the same for both.  Is there a better way to change the mouse graphics for the 2nd character without putting this in every room?
Code: ags
if (player == cWoman) {
         mouse.UseModeGraphic(eModeDapHandU); }
#99
That is exactly the problem. When I move it over to my large screen in window mode, all is ok. I change to fullscreen, all is ok. When I go back to windowed mode on my large screen, that's where I experience the mouse freeze.  I changed the setting to OpenGL but the problem still existed. "Fullscreen as borderless window" was already the default.

I also noticed that when I run the game through the AGS Editor I have sound/music but if I select the game exe I have no sound or music. Is there something I need to do.  I remember a "compile" function in the older versions which I don't see anymore.
#100
The Alt + Enter definitely works, but when I moved my game over to a very large screen, about 27 inches in length, it hosed up the game.  I couldn't move the cursor.  I had to kill it with task manager.  Is there something in the settings that needs adjusted?
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