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Messages - Gilbert

#1621
Will it work if it's renamed back to .avi and played by AGS? In case it's not the stupid new OS trying to prevent you from accessing a file with some "unknown type".
#1622
What codec is the clip using? Does it work if you just double click the movie to see it?
#1623
I've not checked yet, but I think there are some codes in handling the mouse wheel in the default Global Script, in which it is used to cycle through the mouse modes. You may try to disable that part of the codes if they're not welcomed.
#1624
General Discussion / Re: Oops. Close please
Fri 11/06/2010 08:59:41
AFAIK, only mods can lock/remove threads. I think members can remove their own posts though, except the first post of the thread.
#1625
Adam, maybe, but indeed the thread was done already and Khris' comment wasn't particularly useful in this case. There wasn't a need to make that reply, be it incidental or not. I appreciate his knowledge and understanding on stuff but there are many cases where he shouldn't need to add anything, be it being misinterpreted or not, or could have worded it better. I warned that as a whole and not only for this topic.
#1626
Sorry, Calin, but IMO Khris was really a bit rude here. The problem had already been solved and there is no need for him to put that in.

All right. Khris, since you just posted again. please refrain from posting such kind of comments and acting like a mod next time. As I said the problem is solved and I wouldn't mind people asking such questions in the forums and some solutions are not always as obvious as to people who really dig into the manual (as long as it's not a sign of laziness on not taking any effort to read and spam the forums continuous with basic questions).

You've been warned.
#1627
Advanced Technical Forum / Re: projectiles 2
Wed 09/06/2010 18:27:08
Now, I know what's your problem.

Since the bullet is a character, when you use Walk() or WalkStraight() its walking animation will be played. As the walking animation of a character starts from the second frame of each loop, if you didn't assign a second frame for its loops there may be problems (as opposed to Move(), since the walking animation is not played in this case).

Just assign a sprite to the second frame of each loop and it should be fine.
#1628
Advanced Technical Forum / Re: projectiles 2
Wed 09/06/2010 08:45:58
Yeah. Try to add also the following line

criflebullet.PlaceOnWalkableArea();

after setting the bullet's coordinates.
#1629
Advanced Technical Forum / Re: projectiles 2
Wed 09/06/2010 07:01:07
Have your even called the shot_vector() function in the game?

Also, as the function is not taking any parameter, you should remove the "int, int, int, int" part of it (it's odd that your game compiled without errors, as you must provide the names of the variables if a function ever needs to have parameters).
#1630
Advanced Technical Forum / Re: projectiles 2
Wed 09/06/2010 04:50:10
I'm not quite sure. How did it  "won't work"? Can you describe it more in detail?
#1631
Objects are also affected by walkable areas, try forcing it to move straight and see if that helps:
oBlade.Move(198, 141, 15, eBlock, eAnywhere);
#1632
Move the function shot_vector() on top of on_mouse_click(). You cannot call a function that is declared after the current one.
#1633
If you started making the game by selecting the default template, you are already using it.

If not, start another (dummy) game by choosing the default template and then click Scripts, right click on KeyboardMovement_102.asc and export the module to a file. You can then re-import this module into your game.
#1634
The KeyboardMovement Module included in the default game template already does that. All you need is, call
Code: ags

KeyboardMovement.SetMode(eKeyboardMovement_Pressing);

when the game starts.

Even if you don't want to use this Module, you may still check its codes and learn from them.
#1635
Hmmm. BTW, did you try implementing what Calin had suggested also? That should eliminate some of the 'jumps' when a warping occurs.

I've made a quick test here (compile with V3.1.2) and the scrolling seems to be okay to me (only left and right panning implemented and you can change the speed by adjusting the player's walkspeed in the room script). It may be possible that your room is quite large which causes lags in the scrolling. If this is the case I think it's hard to fix.

There're also some mistakes in my original codes (now fixed I think), but I think you've spotted that already.
#1636
As far as I recall that never worked unless this workaround was used. Are you sure you did the same thing in V3.1.2.
#1637
Saturation and luminance accept only values from 0-100 and you set luminance to 250. That's possibly the cause (though, obviously a descriptive error message should appear instead).

It's not easy to spot the ranges for the parameters at first sight, they're actually (as hinted by the Character.Tint() entry) explained in the entry of SetAmbientTint().

#1638
Yes, I know this is the case in your game, so setting the viewport continuously shouldn't be a problem here.
#1639
I think it's possibly caused by using WalkStraight(), as what it currently does, is to restart the walking when a "warp" happens. I'll see if this can be improved when I have time. Maybe the best solution is to not use WalkStraight(), but only set the viewport manually in each loop (but this is only good when the player character is not visible).
#1640
Just use the 2X/3X filter in the game's setup.
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