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Messages - Gilbert

#5921
Yes because the game resolution is always 320x200 (for 320x200 and 640x400 displayed res.), 320x240 (for 320x240 and 640x480 displayed res.) orÃ, 400x300 (for 800x600 displayed res.), so, under those "higher" resolutions, you can imagine: rawdrawing a pixel actually raw draws a 2x2 screen-pixel square block.

I don't think it's really necessary for a change, as normally, you shouldn't be rawdrawing that extensively and seriously with this programme, since AGS was not designed for doing these apparently-awesome-vector-or-polycrap-or-zvarily games (at least not for now).

Rawdrawing under hires, however, does benefit a bit currently (try rawing a slant line under hires and you'll know what I mean).
#5922
Yes, but things gonna change in the newest version (still in beta phrase), let's see how this would be settled eventually.
#5923
Quote from: wyr3x on Wed 15/09/2004 00:29:10
i really don`t think that mario could have enough story (well, you can make it ) to make an RPG ....

Nonetheless, it's been done already, no matter what it's like.
Quote from: Gilbot V7000a on Fri 10/09/2004 10:25:24
This point can be strengthened as there was a real Mario RPG released for the SFC.
#5924
I think what he meaned was he really want the items to disappear immediately when they're used. In that case, he may really need to design the game so the player won't get copies of an item.
#5925
Let's move back on topic then. ;D
#5926
Quote from: Pumaman on Sun 12/09/2004 12:25:06
However, I see where you're coming from so I think when the time comes, I'll have it as an option and not make the variable read-only.
BTW, maybe we can have instead one extra function:
SetInventoryQuantity(char, inv, num)
to handle this?
This way, you don't need to make it confusing by adding an option to it.
#5927
I don't know what that full name of AGA meaned, am I stupid?
Also, no way I'm going back to school anymore (and Spanish was never taught!)
#5928
Was the GUI set to popul-modal?
In that case just change it to some other mode.
#5929
Hmmm are you sure that the animation won't run, not something afterwards that stopped it? Try adding some Wait()s after the AnimateObject() line to check if it indeed was not animating (as AnimateObject() was not blocking).

EDIT: Just tried similar codes and it worked, can you upload files that exhibit this problem?
#5930
Sorry, I think you should only post this after you have uploaded your game for us to download.
#5931
You mean the actions in interaction menu?

Yes, I agree that the action list is still quite small, seems that theye're many obvious simple actions yet worthy of adding to it.

But the problem is, as there're TONS of features for text scripting, it would be hard for Chris to decide which of them are more important and provide more convenience if that's added as interaction actions.

I think the game creators (like you) know more about which features are more important to be in the list.

Unfortunately people here seldom makes suggestions about which actions to add (but there're many general feature requests).

So I think it may be a good idea to turn this thread into putting suggestions about adding functions to the list, so CJ can have a better image on what we generally need more and implement them faster.
#5932
Quote from: Geoffkhan on Sat 11/09/2004 16:33:33
Why? Because it's the most common dialect? :)
No, but because I don't speak it.
Quote
I hear Mandarin is becoming a lot more wide-spread in China. The government also says that it's officially the main language.
Yes, but it's official only in the mainland, not here.
#5933
Heh I think if fingerprints won't work they'll release also taste bud readers, that is, unless you are one of those poor souls who don't have any tongue!
#5934
Well you can make a story to nearly everything, provided it can interest people into playing it. This point can be strengthened as there was a real Mario RPG released for the SFC.

But then I wish Jigglypuff on his game and getting in the plot. :)
#5935
I think itprobably nothing technical related to AGS, just post it in that game's thread in completed game forum.

Did you unzip the contents into a folder properly?
(You know, just double clicking within a ZIP file won't work.)
Did you check if the download was complete ? (The file should be ~40MB according to the website.)
#5936
Hmmm sounds like a problem with your graphics driver/DirectX, but it's strange that they started to reject resolutions which they didn't  before. Had any of your graphics driver/DirectX been updated (or did you changed any settings) during this period?

You may try also toggling the 85MHz checkbox and the like in the setup.
#5937
You're using the interaction editor right?
Are you sure that the action(s) after the if inventory item is used (8) is(are) indented correctly ? Like this:
Ã,  if inventory item is used (8)
Ã,  Ã,  Ã,  Ã, Do something
Ã,  Ã,  Ã,  Ã, Do some more thing
#5938
Critics' Lounge / Re: Moon Background C&C
Fri 10/09/2004 08:04:36
*Agreed with above*

Also, if you can draw circles with the programme already, I think that sun (?) deserves a more rounded shape.
#5939
Hmmm sounds like the system can't setup the screen correctly after running a game fullscreen.
Had you tried updating your graphic card driver and/or DirectX ?
What version of DirectX are you using?
#5940
Because overlays will be destroyed when you enters a new room. You need to create another in a new room.

To remedy this, you can create the overlay in the on_event() function instead of game_start().

In the global script, create a function on_event() likie below (if it's already created, jut add the if (.....} part contents into it):
function on_event (int event, int data) {Ã,  Ã,  
Ã,  Ã, if (event == ENTER_ROOM) {
Ã,  Ã,  Ã, id=CreateTextOverlay(0, 0, 100, 2, 1, "");
     SetGlobalInt(9, id);
Ã,  Ã, }
 }

(Just comment out the create overlay and setglobalint line form game_start)

You can read more about on_event() from the manual section:
Reference --> Text script event reference

Also, if all the related codes are in the global script you don't need to use GlobalInts (unless you want to use it in a room script).
You can just move the "int id;" line on top of the global script, out of functions, then every functions in the global script can refer to this id variable directly (and use GlobalInts if you want its value in a room script).
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