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Messages - Gilbert

#6161
Hmmm, there's a limit of 240 sprites per folder, try adding more folders in the sprite screen.
#6162
Advanced Technical Forum / Re: Idle always
Mon 26/07/2004 03:12:48
Yeah, read my post.
#6163
Advanced Technical Forum / Re: Idle always
Fri 23/07/2004 10:57:42
As far as I remember, the AGS text script system doesn't support this C-style expression like "if (!variable)"  (anymore, unless the system had been improved), so it should be "if (character[EGO].walking==0)".

However, as idle view is JUST what is used for animating the character when he's not walking. So you don't really need to reset it whenever he's stationary.
All you need is to set the idle view for him in the editor. By default the idle animation would be played every 20 seconds (as mentioned in manual), if you don't like this (or actually as you said you want him always animating while he's stationary), you can just put the following line in "first time player enters screen" into the first room of the game:
SetCharacterIdle(EGO,2,0);
(note that if you want him ALWAYS animating the delay should be 0, not 1, consult the manual for more detail).
So you only need to do it once (unless you want to change it again in later part of the game of course).


#6164
Competitions & Activities / Re: The ASCII game
Fri 23/07/2004 08:08:05
Quote from: Hotspot on Fri 23/07/2004 08:01:52
Nevermind, cant get it to line up :(

Hint: type the pic in notepad with font set to a fixed width one, then paste it into the thread, surrounding it by the [ pre ] [ /pre ] tags.
#6165
Advanced Technical Forum / Re: GUIOn button
Fri 23/07/2004 04:42:09
Yeah it's a scripting mistake, you put the if (interface==3)... part inside the INVENTORY GUI portions, making it never working.

function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    if (button == 4) {  // show inventory
      show_inventory_window();
    }
    else if (button == 5) {   // use selected inventory
      if (character[ GetPlayerCharacter() ].activeinv >= 0)
        SetCursorMode(4);
    } 
    else if (button == 6)    // save game
      SaveGameDialog();
    else if (button == 7)   // load game
      RestoreGameDialog();
    else if (button == 8)   // quit
      QuitGame(1);
    else if (button == 9)    // about
      Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2003 Chris Jones");
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
    
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
    
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK);  
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
  } //end INVENTORY
if (interface == 3) {
  if (button == 0) {
GUIOn(4);}
}
}
//} <-- remove this

#6166
Advanced Technical Forum / Re: GUIOn button
Fri 23/07/2004 02:31:59
I think it can as well be some nesting errors in the script causing that part not working. Can you post the whole GUI script here?
#6167
You may try posting the whole GUI script here, so we may see about that volume thingie.

For the load menu to work, you have to call ListBoxSaveGameList(3,0); (seeing from your code that the load GUI is #4, and the list box is button #0, see manual for more detail) whenever you bring up the GUI (for example, if the Load GUI pops up when you click a button, you have to put that line in the code for that particular button. That's because list boxes are never updated automatically, you have to do it yourself when needed. Did you do that?
#6168
Are you sure that button is set to "run script' ?

Put a Display function alongside with that set volume line to see if that part of the code is indeed executed.

eg.
Display("Blah!");
SetMusicMasterVolume(GetSliderValue(4, 1));
#6169
Are you sure there's a view 11 in your game?
Please check.
#6170
Please don't triple post, there's an modify function, thank you.
#6171
Competitions & Activities / Re: The ASCII game
Wed 21/07/2004 04:48:20
What's next? o_O
#6172
Moreover it's more like a basic tech question. Moved.
#6173
Competitions & Activities / Re: The ASCII game
Wed 21/07/2004 02:37:33
=========================
H O O O O O O O O O O O H
H O O O O O | O O O | O H
H | | | | | O | | | O | H
=========================
H | | | | | | O | O O O H
H O O O O O O O O O O | H
H O O O O O O O O | O O H
H O O O O O O | O O O O H
H O O O O O O O O O | O H
H O O O O O O O O O O O H
=========================


Next:A Hitman
#6174
As I said before, unhandled_event() MUST take on 2 parameters, so you need to supply it with 2 parameters even if you may not actually use them, just change the line to:
else unhandled_event(0,0);

#6175
What is in line 845 of the global script?
#6176
This forum is only for AGS games, this thread should be in the General forums. Interesting ideas, though.
#6177
Actually I don't quite understand why you put that many /**/ which does nothing, they just make the script difficult to read, no harm done, though.

Moreover to make single line comments, double slashes is enough (//), no need to put stuffs like /////////////////

The script is actually quite short compared to average ones, I didn't read all, but obviously you didn't define the function unhandled_event() correctly, as it MUST contain 2 parameters, change the line:
/**/function unhandled_event(){////////////////////////////////////////////unhandled event

to:
function unhandled_event(int event, int data){//unhandled event
#6178
Competitions & Activities / Re: ASCII contest
Tue 20/07/2004 07:26:59
Yeah, but forcing to use only one symbol is nothing different from making a B&W pixel art.
 ````Ã,  ```````Ã,  Ã, `Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  `Ã,  Ã,  Ã,  Ã,  Ã, `
Ã,  Ã,  `Ã,  `Ã,  Ã,  Ã,  Ã,  ``````Ã,  ``````Ã,  Ã,  Ã, `Ã,  Ã,  Ã,  ````````
 ````Ã,  ``````Ã,  `Ã,  Ã, `Ã,  Ã,  `Ã,  Ã,  `Ã,  Ã, ```Ã,  Ã,  ````````````
 `Ã,  Ã,  Ã, `Ã,  Ã,  Ã,  Ã, ```````` `Ã,  Ã,  ` ``Ã,  `Ã,  Ã,  Ã,  Ã,  Ã,  `Ã,  `
`Ã,  Ã,  Ã,  ``````Ã,  Ã,  Ã, ` `Ã,  Ã, ``````Ã,  Ã,  Ã, `Ã,  Ã,  Ã,  ````````
````Ã,  Ã, `Ã,  Ã,  Ã,  Ã,  Ã, `Ã,  Ã, ``Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  ` ````Ã,  Ã,  Ã, `
Ã,  Ã, ` ``````````Ã,  Ã,  Ã,  ``````Ã,  Ã,  Ã,  Ã,  `Ã,  Ã, `Ã,  Ã,  `````
Ã,  Ã, `Ã,  Ã, `Ã,  ` `Ã,  Ã,  Ã,  Ã,  `Ã,  Ã,  `Ã,  Ã,  Ã,  Ã,  ` ````Ã,  Ã,  Ã, `
`Ã,  `Ã,  Ã, `Ã,  Ã, `Ã,  Ã,  Ã,  Ã,  Ã, ``````Ã,  Ã,  Ã,  Ã,  `Ã,  ` `Ã,  Ã, `````
 ` `Ã,  Ã, ` `` ``Ã,  Ã,  Ã,  Ã, `Ã,  Ã,  `Ã,  Ã,  Ã,  Ã,  `Ã,  Ã, ```Ã,  Ã,  `
Ã,  ``Ã,  Ã, ``Ã,  Ã,  Ã, ``Ã,  Ã,  Ã, ``````Ã,  Ã,  Ã,  Ã,  `Ã,  `Ã,  Ã, ``````````

NEXT:A robot using only the following 4 symbols:
o - ^ |
#6179
Comment that out and see if it works, you can do so just by moving the */ to the end of the line:
/*function unhandled_event()*/


(Note: it can still cause problem as I think that there should be more to it in the lines that follows, if it still doesn't work please paste the whole script here.)
#6180
General Discussion / Re: I, Robot
Tue 20/07/2004 07:01:53
Quote from: [lgm] on Tue 20/07/2004 06:54:35
Sure, they used the title.. But so what? The movie makes sense.. It might not match perfectly with the same views of Asimov, but it's still relevant.
The point is not relevant or not, it's disrespectful, I never read the book nor watch the movie, but judging from the arguments, the movie is something that Asimov would never write (if not completely against his idea).

Considering it's a movie alone it can be great, but using that name... It can only be considered crap.
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