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Messages - Gilbert

#1121
Most? At least 1, 2 and 6 aren't limited to the game engine. :P
#1122
Quote from: Ghost on Thu 24/11/2011 09:41:16
Use windowed mode and a x2 filter. That'll give you a 1280x720 window, and that should look okay on the majority of computers (I doubt that there are many people still running on 800x600!).

Well... That's actually not ok. I use a 17" CRT at home and my desktop is set to 1024x768. Also, the system I use in the office uses a crappy 15" LCD panel, whose maximum (native) resolution is 1024x768.
#1123
I don't have much idea but here are several things to check:
1. What privilege does your account have when trying out the editor? Try to log in an account with admin right if you haven't already.
2. While Windows 7 should probably already has the required .NET framework installed, it doesn't hurt to ensure that your system is updated to have the most recent patches, etc.
3. Analogous to 2, check that the drivers for your graphic card are up to date.
4. Also analogous to 2, make sure that you update DirectX 9 to the newest version. DirectX 10/11/whatever are not a substitute for DirectX 9. For programmes designed for DX9 to work you still need DX9 (which unfortunately for unknown retarded reasons, M$ shipped the newer windows with an ancient version of DX9 in them). This may affect the game engine only and not the editor but it doesn't hurt to do so.
5. In some systems (especially laptops) there are some performance settings with names such as "Game Mode", "Media Mode", "Confusing Mode", etc. Some users had reported that some specific modes (especially the power-saving ones) could cause troubles running AGS. If such mode setting exists, try to set to another mode and see if it fixes your problems.
6. Try rebooting your system.
#1124
The first thing is to read the Other Features/Distributing your game section of the manual.

Instead of removing the debugging codes from your scripts, a better choice is to use the #ifdef keyword in your codes. For example, the follow codes
Code: ags

#ifdef DEBUG
    Display("x = %d, y = %d", player.X, player.Y);
#endif

will not be compiled into your final game as long as you disable debug mode of the game prior to saving it for distribution. (For more information, see Scripting/Script language keywords/Constants of the manual.)

Also, all occurrences of the Debug() function used in your game will be disabled automatically when you disable debug mode.

The most important thing that you should remember is to really disable debug mode before distributing your game. A lot of authors forgot about this and had their games distributed with debug mode turned on, and so players could type the debug shortcuts to say get all the inventory items, teleport to another room and the like.
#1125
I agree. At least don't make it stick out that much in the side views. It now looks like a chestburster. :=
#1126
The Rumpus Room / Re: *Guess the Movie Title*
Fri 18/11/2011 09:54:12
Tasty Corpses
#1127
If the game is using SCI font (e.g. when you're using the provided default fonts) it can only display characters in the range ASCII #0-127. If the font is true type font, it can display #0-255.

The pound symbol is normally not within the #0-127 range, so you cannot display it using SCI font normally, unless you edit the font file(say, by using Radiant's font editor) to replace a certain unused character with it (say, replace the $ symbol by the pound one and then type $ when you need it) or import a TTF set that has that symbol included.
#1128
Please post more codes, mainly the part before those you have just posted. It's usually mistakes in the codes above that cause this error.
#1129
Just some thoughts:
1. Don't let Person A take the object before he knows someone wants it, like saying "Why shall I take it? I don't know if there is anybody having any use for it!" This in general is quite awkward but some commercial games did do this.
2. This is actually a special case of 1. Just invent some more reasonable... reason for Person A to refuse to grab the item beforehand. Like, the item is mixed with a pile (or arranged on a cabinet) full of different junks, all look equally useful (or equally useless) as that one single object, so Person A can refuse taking any item out of them as there are too many to carry, until he learns which specific item is sought after by Person B.
3. Make the item unavailable before it is known to be useful. This a bit artificial but is also done frequent by commercial games. Say, the item is in a bottle which would be washed up the shore when a specific time arrives, or it's visible at the beginning but a rat immediately steals it and hides it in a rat hole, where means for retrieving the item will arrive only until some specific moments (like getting a stick to get it or whatever).
4. Make Person A refuse to give it to Person B by saying something like "I don't want to lose it to some strangers until I know it's worthwhile to do so!" This is also quite awkward but may work if that item does look useful or valuable.
5. Just let Person B have it if you have already thought of the consequences and know that it won't really break the game. Person B may even split out "Why thank you! How do you know I really need this? Can you read my mind?" for humour effect if desired.
#1130
The Rumpus Room / Re: *Guess the Movie Title*
Mon 14/11/2011 07:52:46
Quote from: ddq on Mon 14/11/2011 02:54:34
Hint: it's not an oboe.
Was it a dart-gun? :=

Sorry for the OT-lame joke but I couldn't resist.
#1131
Unfortunately this is how the function is implemented. I have thought of two workarounds that may make it slightly better:
1. Manually add black bars on the top and bottom during the shake (can be done with Overlays, GUI, etc.). This may add dramatic effect if desired. I have done a quick test with a 320x240 room with the following codes:
Code: ags

DynamicSprite* ds=DynamicSprite.Create(320, 20);
DrawingSurface* sur=ds.GetDrawingSurface();
sur.Clear(16);
sur.Release();
Overlay* ol0=Overlay.CreateGraphical(0, 0, ds.Graphic, false);
Overlay* ol1=Overlay.CreateGraphical(0, 220, ds.Graphic, false);
Wait(1);
ShakeScreen(10);
ol0.Remove(); ol1.Remove(); ds.Delete();  

2. Make the rooms that would be shaken slightly larger than the screen, and script it so that when you want to shake it you instead change the Viewport slightly in each game loop (i.e. scrolling) to create a shaky effect.
#1132
The Rumpus Room / Re: *Guess the Movie Title*
Wed 09/11/2011 05:27:07
Hmmm. 'Caution' is printed on the orb. Is it a booooomb?
Continuing with my random guess that I'm sure it is not correct, Batman Returns.
#1133
Try to post this in the game's thread instead, so that the author would be aware of the problem. Thanks.
#1134
This essentially is why the floppy version of KQ5 was much better than the enhanced CD version. ;D
#1135
From your warning it's only one sprite, so there is no problem.
(It means sprite slot 1062, not 1062 sprites.)
#1136
Possibly the snow/rain plugin uses dynamic sprites. This warning is nothing to worry about.
#1137
Did you use some modules in your game?
#1138
Quote from: Calin Leafshade on Fri 04/11/2011 17:31:25
yep that fixes it.

Still cant drag the mouse on either of my phones tho.
+1

And there seems to be some sprite problems when running my test game (check the horizontal at the title screen).
#1139
The Rumpus Room / Re: *Guess the Movie Title*
Fri 04/11/2011 16:08:55
Shinning?

(Probably wrong, as I never watched any version of Shinning yet. Just a wild guess because of Ko-ri-door!)
#1140
Quote from: JJS on Fri 04/11/2011 07:21:58
Can you post a link to the non-working game? I would like to check it out. Trilby Notes is an 8 bit game compiled with 2.62 and works, so it might be a file format difference that I didn't account for.
Well... Turned out the executable was compiled with the DOS engine for some reasons. I swear the last time I tested it it was using the Windows engine. :P After recompiling it with the Windows engine the game was recognised, however, it just crashed upon loading, not even showing the white screen, so I think it's still worthwhile in sending you the game (check your PM).

Also, I had also checked stuffing the ac2game.ags file into the folder before but it was not recognised, so this engine may be unable to locate (or has some troubles in locating) a game using raw data file, without the Windows engine appended to it.
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