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Messages - Gilbert

#6141
If the games are saved with AGS's standard save game system, use GetSaveSlotDescription() instead. Eg:
if (GetSaveSlotDescription (1, saveslota)) SetLabelText (11, 4, saveslota);
else SetLabelText (11, 4, "EMPTY");


If you want to enter text directly into a label, I think the only way is to make it into a textbox. However, as you want 4 of such labels at the same time that can cause problem, my suggestion is to provide buttons to save to eact slot, when you click a button, it'll prompt you for the description.
#6142
I think we can do it just every little while in the Photoshop game.
#6143
Like asked in the other thread, is that button set to "Run Script" on clicks? Had you checked that?
Otherwise it can just be some error in putting teh braces in the codes which prevents that part from working.
#6144
if you want the character to animate first, then move the object:
AnimateCharacter(AZ, 2, 7, 0);
while (character[AZ].animating) Wait(1);
MoveObject(4, 374, 128, 3);
while (IsObjectMoving(4)) Wait(1);

OR, if you want the character to be animating and the object to be moving at the same time:
AnimateCharacter(AZ, 2, 7, 0);
MoveObject(4, 374, 128, 3);
while (character[AZ].animating||IsObjectMoving(4)) Wait(1);

That's because AnimateCharacter() and MoveObject() are both non-blocking. (unless you use AnimateCharacterEX().)

Edit: yeah radiant, hehe.
#6145
If the test game functions failed, just don't use it, it just provides convinence for computers that work fine with it. Go to the Compiled folder and run the game directly instead to test it.
#6146
Hmm did the other stuffs (Display message, dialog) get executed?
#6148
Not possible at the moment I think, you may need to check the coordinates yourself or use plugins.
#6149
Read
Tutorial --> Setting up the game --> Game options

and look for "Enable mouse wheel support ".
#6150
Hints & Tips / Re: Random Game Question
Wed 28/07/2004 07:19:04
Try running:
GAMENAME --setup

(subsitute GAMENAME with the name of the game's executable, if it's an AGS game)
You'll have the option to run the game windowed if it's compiled with the window engine.

And no, this is not the right forum.
#6151
Yeah OC1 was great, too bad OC2 and OC3 are sharewares.
Note that they still welcome us to use OC1 for free, but take down the download for OC1 on the official site to encourage people to pay for the newer versions, that's why you need to find it else where (i don't have problems as I had it since 1.0 and had downloaded the latest version before it's taken down.

The file you linked to was V1.1 beta 68, but the newest (last) version was beta 72, I'll put a link I had found here (So you won't get an error if you somehow wants to play a wonky wpe file downloaded from the net which was saved with a newer version.
#6152
yeah right
#6153
Please use descriptive subject line next time, thank you.

I can't make out much from your code, but is it possible that the character could get more than once of those 4 items ?

For example, if the character got item #26 twice, then player.inv[26] becomes 2, which would not react to your (player.inv[26]==1) condition. A safer way is just to check whether the character has these items (ie. not having exactly one for each):

function hotspot12_a() {
  // script for hotspot12: Use inventory on hotspot
if ((player.inv[26])&& (player.inv[21])&&  (player.inv[22])&& (player.inv[18])){  //if the player has all this items
LoseInventory (36);//that it does
Display ("Now you can make the medicine");
NewRoomEx (8, 215, 150);
AddInventory (36);
}
else {
  Display ("You don't have all the ingredients!");
  }
}

I can't quite get your second problem, can you just put the sliders in a separate GUI and just turn that GUI off when it's not needed?
#6154
The reason is obvious, as you did nothing in the function, since you commented the line in it, remove the // and it should work:

#sectionstart dialog_request// DO NOT EDIT OR REMOVE THIS LINE
function dialog_request(int value) {
if (value == 1) {
  ObjectOn (4)
  }
}
#sectionend dialog_request// DO NOT EDIT OR REMOVE THIS LINE
#6155
General Discussion / Re: Monitor broke
Mon 26/07/2004 10:34:03
So... you were typing blindly as your monitor was broken ?
#6156
Quote from: Darth Mandarb on Mon 26/07/2004 04:04:01
Also, this isn't really a technical forum question.

Correct. Moved.
#6157
Quote from: Radiant on Fri 23/07/2004 14:45:12
I have a song playing repeatedly. Now I want to turn it off gently by using SetMusicRepeat (0), then PlayMusic (that song) again. I believe this should play the song once more and then stop; instead, it keeps the song playing and repeating.
I don't know, but it sounds that it behaves that way. You need to stop the music first, then call SetMusicRepeat (0), and then PlayMusic() again for that to take effect, as SetMusicRepeat () won't affect currently playing music. If you don't want to stop the music awkwardly, I think you may need to script so it'll wait for the current music to play to its end (via checking its position or whatever), then stop it, SetMusicRepeat (0).


Quote
If I create a game with a '+' in its name (i.e. the name of the directory the game is stored in; this name is actually legal in windows), the game crashes at startup with a fatal exception in strcopy/strcat
Don't use that character then, in my opinion game names using these characters are evil anyway.
#6158
That's because AnimateCharacter() is not a blocking function and you release the views before the animations stopped. You can use AnimationCharacterEx() instead:



//down
if (character[EGO].loop == 0) {
Ã,  SetCharacterView (EGO, 2);
Ã,  AnimateCharacterEx (EGO, 0, 1, 0, 0, 1);
ReleaseCharacterView(EGO);

}
//left
if (character[EGO].loop == 1) {
Ã,  SetCharacterView (EGO, 2);
Ã,  AnimateCharacterEx (EGO, 1, 1, 0, 0, 1);
ReleaseCharacterView(EGO);

}
//right
if (character[EGO].loop == 2) {
Ã,  SetCharacterView (EGO, 2);
Ã,  AnimateCharacter (EGO, 2, 1, 0, 0, 1);
ReleaseCharacterView(EGO);

}
//up
if (character[EGO].loop == 3) {
Ã,  SetCharacterView (EGO, 2);
Ã,  AnimateCharacter (EGO, 3, 1, 0, 0, 1);
ReleaseCharacterView(EGO);

}

#6159
1. That's because your code probably save it into a new slot, to overwrite savegame with same name, you probably need to script on codes that check if the text in the textbox matches one of the listbox entries, then retrieve the slot # and save it as that slot.
2. I didn't read the code thoroughly, and I'm not sure about the problem. Maybe some other people can help you.
3. Should be
4. What's teh crash message you're getting?

By the way, was that load game problem fixed yet?

If there're still problems you can also update the game files for us to check.
#6160
;) That's because character and object # start at 0, so, GetCharacterAt() and GetObjectAt() behave differently compared to GetHotspotAt(), that they  willreturn -1 instead of 0 if nothing was there (so overhotspot will still  become 1 when over nothing in your original code), so you should change it to:

if ((overhotspot == 0) && (GetHotspotAt(mouse.x, mouse.y)) || (GetCharacterAt(mouse.x, mouse.y)>=0) || (GetObjectAt(mouse.x, mouse.y)>=0)){
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