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Messages - Gilbert

#5841
hmmm should work, what colour depth is your game in?
Are you using a single "run script" to do the above?
#5842
Competitions & Activities / Re: The ASCII game
Tue 12/10/2004 09:35:25
Hehe actually it can be a bit confusing.
If you do know that the url:
http://www.agsforums.com
actually points to the AGS homepage, not the forums page.
Furthermore, as no one was placing an entry I'll consider that as okay.
#5843
Maybe he got bankrupted so he doesn't need to support Bush anymore.

*BA DA DUM!1!*

* Gilbot V7000a actually has no interest in the topic and maybe read only 0.05% of stuffs in this thread.
#5844
What's the character's coordinates? He can be out of the screen. Furthermore, is it possible that he's behind a walkbehind area?
#5845
Advanced Technical Forum / Re: FATAL ERROR
Tue 12/10/2004 02:23:40
Right, && is for logical comparisons (as in an if-clause), it's not used to join strings. For string operations most of the time you MUST use the Str...() functions (except in cases like Display() etc. where you can format directly within it).
#5846
I was 3.... (*ahem*) on 4th September but I don't like beer either, it tastes horrible to be, I like regular wines though.
#5847
The regular save interface is internal to the engine, it's different, you have to take care of possible problems yourself if you have to design your own GUI.

Can you post around line #82 of your codes (preferrably showing the part on how you set bg_save_idx for use later) so we can invest on the problem ?
(As looking at your originally posted codes I can't say which part corresponds to that line 82 portion in problem).
#5848
No need to bump this, as it's just less than an hour, and your thread's still on the first page. This is a forum, not a chatroom, so you may need to wait (especially when I need to go for lunch ;)).

Your error is a runtime error right ? (ie when testing the game, not when compiling or saving your game).
That error indicates that bg_save_idx most likely refering to an item which does not exist. You may need to check further on your codes.

Something to note, that indices like bg_save_idx are usually something retrieved by using teh functions ListBoxGetSelected() or ListBoxGetNumItems(), in either case, there's something you need to be aware of:

1) If no item is selected on teh list, ListBoxGetSelected() returns -1, which is not a valid item number, and can cause problem if you want to retrieve the text of slot -1 (which doesn't exists), you you may need to use if.... to take care of this situation.
2) The valid number for list index is:
from 0 to (num_of_items - 1)
So say, if you use ListBoxGetNumItems() and it returns 15 for a list box, that means the valid indices are:
from 0 to 14
if you try to retrieve the text from slot 15 (which doesn't exist) teh game will crash.

So you may need to invest on your codes. (I'm just too lazy to read long stuffs).
#5849
Indeed you'd declared that at least twice, I can find at least one near the top of the script and one inside on_key_pressed(), I was too lazy to check further, but the search function for teh script editor is always your friend.

#5850
Ah, the problem is obvious now, just move the declaration part of bgCursor() up in the script.

Teh reason was that you called bgCursor() several times in your script BEFORE declaring the function, as forward reference is not allowed yet in AGS, it'll cause an error. So you just need to move its declaration up in the script so it's before all of its usage.
#5851
Can you post the whole global script here for us to check for the problem?
#5852
Did you put an import function bgCursor(...); line in the global script? You shouldn't put that there.
#5853
Quote from: Pumaman on Thu 07/10/2004 20:54:47
Quote from: Radiant on Wed 06/10/2004 15:53:17
Not sure if this is a bug, but if you Animate an object and then turn it off, it still classifies as animating (for IsObjectAnimating).
I'm not sure whether this is a bug either; the fact is that it still is animating if you were to turn it back on again, so I guess this behaviour makes sense.
Actually I'm not sure but I think something is not very consistence, being the fact that if a character/object was moving, if you turn it off it will stop, in my opinion, when they're off you can just treat them as invisible, and continue their motions, this can make some old-style animted effects of say, something moving and "flashily" disappearing easy.

Other thing I just found to be a problem was that some of the read-only checks on game variables now imposed are quite annoying, one noticiable variable is game.score, I used to modify it manually a lot, but with new version you can only use GiveScore(), which is restrictive.
Unless you have a SetScore() function with does exactly the same thing with game.score=...  but will not do any other silly extra stuffs like playing the score sound (when it's actually unwanted). Currently, for example, if you for some reasons want to change the score to zero, you have to use:
GiveScore(-game.score);
which is awkward.
#5854
Since you can type in the name in the GUI, it's a textbox right?
If you're using a textbox on a GUI, you don't really need to check for ENTER key in on_key_pressed(), because:
Quote
If a text box is on a currently displayed GUI, all standard keypresses (ie. letter keys, return and backspace) are diverted to the textbox instead of being passed to the on_key_press function. When the player presses Return in the text box, the interface_click function is called with the text box's GUI and object number. You can then use the GetTextBoxText text script function to retrieve what they typed in.
So you can just regard that textbox as a button, and check if that's pressed (which actually was an ENTER pressed), for example, in interface_click():

if (GUI==SAVE){
  if (button==5) {//Say the textbox is object #5 of GUI SAVE
    //Do whatever you need when enter pressed
  }

}
#5855
Was it possible that you're running a DOS compiled version of the game ?
If you can find a windows version, download that, or else, see if this helps.
#5856
Quote from: Andail on Fri 08/10/2004 11:29:28
You had to do everything in the exact correct order, or restart the whole scenario/chapter/game. When you had finally managed to keep all things in mind, and do it the right way, and finally beat it, the relief was enormous.

Also, not to forget the parser. ;)
With point and click interface, games are in general made easier to play, this is actually not a bad thing by itself, but the problem was that to make a point and click game deeper in content and gameplay it REALLY need MORE work on the design, otherwise they can just be made into either mindless frequent-click-trial-and-error-solves-all (especially when poor design can DESTROY the nature of puzzles, like the password in LSL1SCI, that game is crap) trolls or annoying hard-as-hell pixel hunting puzzle packs (well it depends on the context of the games actually, while it may be okay for a serious detective game to have intensive pixel hunting for clues, it's annoyingly evil for a comical game to have much of this for finding essential items, not to mention the older lucasfilm adventures like MM interface with LOADS of commands and evil "whatis" command for pixel hunting which rendered the games more difficult to control than using a parser).
#5857
Quote from: BorisZ on Fri 08/10/2004 10:27:38
Well, there is a third way that may not be the best, but it is the easiest: let the character get soccer ball autometicaly before going to India.

I remember (hope my memory is intact, and I'm not making this up) in Pleurghburgh there was a walking death in beta version, that you could get stuck if you didn't take the
Spoiler
glasses/lens (or it was actually some other item that I cant remember)
[close]
, which I think was changed in the final version that you can still retrieve the same item in later time.
This solved the problem, but in my opinion it all became too easy (because the latter solution is a more obvious one), I'll say you can make the game that if you didn't get the item that you should in the early time, in later time where the "early action" cant be taken out anymore we cant have several solutions:

(a) Just give the player another EASY mean to get the item later (like the PB case and the football solution you mentioned), but as it's now EASY, you should punish the player for not doing the "correct" thing when he should, like giving less points (if it has a scoring system like PB, but I don't know if the points gained for that two cases in PB were different or not), or missing some awesome scenes of teh game (but can still finish the game).

(b) Just give the player another mean to get the item, but should contain a puzzle at least as hard as the "early one" to get it or even harder (to punish the player for not getting the item when he should).

(c) You can still proceed in the game without that item, but probably require solving other puzzles or getting other stuffs.
#5858
Well, I cant get the file because I'm not a member of the group called nominal...
#5859
I'd never played lsl3 and never seen the original picture, but was it the original or just my feeling that her eyes are not of the same size?
#5860
Quote from: MrColossal on Thu 07/10/2004 02:39:09
I strongly recommend darkening the mountains because at the moment I can barely see the pit that the bombs will make and the moon car will have to jump over, which as we all know is the point of the game.
And lightening the rocks/land perhaps, though they may look better with the current dark colour, making them a brighter colour may help in visualising them.
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