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Messages - Gilbert

#1001
As I mentioned, try MUGEN instead. If you cannot even handle it you probably cannot do it with AGS. AGS was not designed for making fighting games in the first place. Being able to do so is one thing, but that doesn't mean you should/can do this with it.
#1002
MAME is an emulator for a (HUGE) variety of arcade boards. For creation of fighting games, one popular free engine is KOF91 MUGEN.
#1003
Does it run when you compile a stand-alone executable?
#1004
Also:
Quote from: maximusfink on Fri 15/06/2012 19:55:47The maximize button is still unable to be clicked.
The window of an AGS game can never be rescaled during run-time (his includes toggling between fullscreen and windowed modes). The maximise button is just useless.
So yeah, set up the game like Andail suggested.
#1005
Quote from: Armageddon on Wed 13/06/2012 03:10:35
Several older games do it.
By older games, do you mean AGS games, or arbitrary games in general?
It may not be possible to do this with AGS (I'm not sure about this and I haven't really checked, so I can be wrong).

Quote
I'm also wondering if you can number the save slots? Thanks.
Can you elaborate on this?

Quote
Oh and if a GUI is visible check whether a key is pressed and if it is do something?
Just check in on_key_pressed() with something like (quickly typed, please fix the variables to their correct names):
Code: AGS

if (gBlah.Visible==true&&keycode==eKeySpace) { ... }
#1006
I think this is possibly a problem with the codec. As far as I remember PlayVideo() just plays the clips with Media Player DirectShow in general, so there may be due to the settings of driver the of the codec used.

Either try playing around with the codec's setting of your system (if you can) or try encoding the clip with another codec and see whether it makes any difference. Or, (maybe) better, encode the clip as an OGG Theora file (I think the usual extension is .ogv or something) if you haven't already as AGS supports this format natively and does not rely on external player/driver/whatever for proper playback (so players having systems with different settings may not complain to you).
#1007
Transparency in 8-bit mode usually means that either some colour slots are reserved for this purpose and their values are dynamically assigned, or the palette is set up to have enough variety of colours so that you can find close enough colours for the purpose. Either way usually involves approximation.

There is no direct way to do this (and not in AGS) and computations in pixel level are expected. It would be a bit less taxing if the area of the transparent effect is small (obviously) or it's simply darkening, tinting or lighting up an area (like a shadow, for example), as oppose to making a multi-colour sprite (e.g. a character) semi-transparent against say a multi-colour background.

Scavenger had been trying out with this a bit. You may read the discussion here and in fact he released a module for this.
#1008
Also, check the scaling factor of the walkable area. It may be possible that the scaling is set to something like 99% there and the sprite is slightly shrunk to make one line or two in it disappearing.
#1009
Also, there is a whole sticky thread dedicated to this. Please post there.
I'm locking this.
#1010
1. I'm not sure how that will happen. Maybe you have the player character changed to start in a different room that doesn't exist yet. Make sure that the player character starts in Room 1 and that the file room1.crm exists in your game's folder.
2. You probably saved the images as JPEG files. NEVER, under ANY circumstances should you use JPEG as the picture format for your working images. JPEG files use lossy compression, that will introduce random spots of different colours to your images. Use PNG (or even BMP) instead.
#1011
The Rumpus Room / Re: Icey games' thread
Tue 22/05/2012 05:28:29
Well...
I've just found the real Pub Master Quest.  :=

Spoiler

If you still cannot get it, look at the button on the upper-left corner in the bottom part.
[close]
#1012
Quote from: Cyrus on Sat 19/05/2012 15:37:50
(sorry for offtop)

If you really want to know, ask him in PM. DOn't put off topic comments here.  :tongue:
#1013
I haven't found any problems with the codes yet, but have you checked whether the bg and the sprite to use are of the same colour depth as the game? There may be problems with drawing stuff with the components' colour depths do not match.
#1014
Was this approved? You need an approval from mods to start a new activity here.

I would let this pass for now though. This sounds like it could work and we don't have many activities atm anyway. Let's see how far this will go.

Next time, please wait for a mod to reply to your suggestion first.
#1015
Yeah. As the original activity was pretty dead by now, I think it doesn't hurt trying to start anew and I think the rules are okay.

So go ahead, start a new round and we'll see whether this will last.
#1016
Site & Forum Reports / Re: Forum upgrade
Wed 09/05/2012 06:12:14
Yeah, as I mentioned before, this is very annoying as I used to use people's log-in handles instead of their (changeable) nicks in the Hall of Fame entries. This is essential for tracking whether several competitions are won by the same person. :tongue:

Also, don't know whether this is mentioned already, the highlighting of the first unread post of a thread still does not work as what it used to be. When the first unread post is the first post of a page (happens when well, that post is indeed the first one on a new page, or the whole thread is new) it won't be highlighted atm. This is very confusing.
#1017
Have you linked the function to the correct event of the room in the editor? You cannot just create a function by a specific name in the script and hope that it will work automatically (most of the time, as certain functions indeed work automatically).
#1018
Simple. "if (Character.FaceLocation())..." will NOT work.

FaceLocation() is to make the character face the specified location, not checking which direction he is facing. Just check the loop like your own fix instead.
#1019
That's because you're doing this repeatedly. You only need to do this once.

You can use a variable to track whether the action has been carried out, for example, put on top of the script:
Code: ags

bool eventdone = false;


Then in the repeatedly executed codes:
Code: ags

room_RepExec(){
  if (object[1].Visible == false&&eventdone==false){
    gGui12.Visible = true;
    cChar3.move(222,333);
    //and other stuff.
    eventdone = true;
  }
}
#1020
This is currently only possible if you use a plugin in the game.
Try to look up in the Modules & Plugins forum and the (probably incomplete) List of Plugins on the wiki. The best bet is via the TCP/IP plugin.
As I have zero interest in networking, I can only offer limited help.
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