Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#6661
Hints & Tips / Re:James Bondage
Thu 25/03/2004 07:44:06
Quote from: alimoe joe on Thu 25/03/2004 06:59:33
p.s How to I edit my post?

You can't if you're not posting as a forum member or you didn't log in first, so just ignore what  releasethefrogs said ;D , or better, register as a memeber here (if you hadn't done so) ;) .
#6662
Please, Terran, there's nothing wrong with people writing unoptimised codes. As long as one gets his codes to work, it's a fullfillment already.

You may make suggestions for improvement, but please don't criticise other for writing codes that work but not optimised.
#6663
heh you forgot to add .rar to your link, fixed:
http://www.ibiblio.org/ecolandtech/pcwiki/files/richphycho2cruisin.rar
#6664
Heh the beta versions DO provide the manual .chm files (well... most of the time) which include also the newly added features, just not the stuffs in the docs folder (revision history, to-dos, etc.)
#6665
Backup your game files often.

You may also try deleting ac2game.dta and acsprset.spr, then removing the "backup_" from the file names of backup_ac2game.dta and backup_acsprset.spr and see if you can recover your lost data. (WARNING: Backup the game files before doing this!)
#6666
Hmmm can't you use the one included with the AGS package itself?
#6667
General Discussion / Re:How do YOU say...
Wed 24/03/2004 02:49:09
...read the rulez please:
Quote
5. You are using a computer keyboard, not a mobile phone pad - use it as such, as that saves us from deciphering what the hell it is you're trying to say. "i c you are 2 kool 4 me" style writing will result in you being beaten repeatedly with a sharp stick.
#6668
Actually I think these things had been there for a long while, thay're not new to the current beta, so I'll point them out here:

1. Seems that the keyboard shortcut for Interaction (Ctrl-I) and Edit Script (Ctrl-E) don't work for Room settings screen (at least for me, in 2 different computers).

2. Can you make it so the sprite import dialog remember whether the option "Remaps colour to game palette" was checked the last time you use it? Because I always import my sprites with exact palette, it's REAL annoying that I have to uncheck that checkbox manually everytime I have to import a new sprite, if I forgot to check it and imported a couple of sprites, I had to reimport them again. :P

3. I just noticed that even if Ã, "Remaps colour to game palette" is unchecked, it still remaps colours not set for sprites, so it's not exact palette import. To do exact palette import for sprites you need to check also the "Lock sprites to current room" option, this is not really that important (as most of the time the sprites should be painted only with the sprite colours anyways), but it's a bit confusing that it took me a while to figure out how to import a sprite without any modifications if it somehow uses some of the "room" colours.

4. I just noticed that if you set the "start" parameter larger than the "end" one in CyclePalette(), the palette effect won't run. Maybe it's a good idea to make the function that if "start">"end", the slots cycle in the other direction (handy to do for example transport belts that can move in both direction, of course that isn't hard to script either).
#6669
I don't remember well, but I think it has to do with using the USE icon in the inventory window.
#6670
General Discussion / Re:Need advice.
Tue 23/03/2004 10:47:07
Quote from: InCreator on Tue 23/03/2004 10:31:50
And don't say "Get Win XP", because I would never ever give up on playing my HUGE set of arcade emulator ROMs, such as NeoGeo games and Capcom CPS 1 ones. And some good oldies I find myself enjoying whenever I'm filled with this stupid 3D no game is made without, nowadays.

In that case, "Get Win 2000" or better, "Get DOS". ;D


Heh just kidding, but actually there're many more window$ emulators than DOS ones nowadays (I know it's irritable to me...), at least there're ones for NeoGeo and CPS1 (and more).

My advice is that you may re-install Win ME, clean, before you start to add more stuffs to it, if there're still problems, it's quite possibly caused by hardware conflicts. (Though a better solution maybe, is to install Win98 or Win95, as Win ME is just a piece of ultimate crap).
#6671
General Discussion / Re:How do YOU say...
Tue 23/03/2004 09:52:05
Well... All your answers are here...
#6672
Quote from: Radiant on Mon 22/03/2004 09:46:13
Oh and I found one thing that may be a bug.
It appears that MoveToWalkableArea (EGO) doesn't work if EGO's coordinates are outside the screen. I have a script that moves EGO outside the screen when leaving a room (i.e. MoveCharacterStraight (EGO, 330, 100, 1); ) so this happens at times. Of course I can work around it with little problems but I thought I'd mention it.

Hmmm, is your room a scrolling one (so (330,100) is indeed a point inside the room bg) ? If not, the character is standing outside the background, which is probably considered a nonwalkable area, so he may not be able to walk anywhere (I'm not sure if it really behaves like this though).
#6673
BTW, CJ, as we now have RawDrawImageResized() and RawDrawImageTransparent(), I think someone may like to raw draw a resized image with transparency. My thought was that you can actually have a RawDrawImageEx() function that handles both of them.

Just a thought, I won't need it anyway, as I probablly will stick to 256 colour graphics forever.
#6674
Actually that's a bug with old AGS versions that sometimes the character will get stuck on screen, the only way to move it is to bring up the top icon bar (which was the opposite to the desired effect, originally the character should walk if the icon bar's not shown and is paused when it's shown).

This bug was later fixed, but unfortunately, LV2 was compiled with an quite old version of AGS that might not run with newer engines (unless Phil takes his time to dig up the souce and recompile the game).

So, all you can do is, SAVE OFTEN and SAVE WITH DIFFERENT NAMES, in case that bug pops up, you can still restore a game saved sometime earlier when the character can still move.
#6675
Well...

1. Please calm down.
2. Use descriptive subject
3. This thread is more suitable for the beginner's tech forum
4. Try to do something like this (not checked) in repeated_execute event of that room (suppose you want character BUM to walk to and fro the coordinates (50,100) and (200,100)), provided you first place him on one of the sides:
if ((character[BUM].x==50)&&(character[BUM].y==100)) { //if he reaches the left coordinates
  MoveCharacter(BUM,200,100);//Move him to the right
} else if ((character[BUM].x==200)&&(character[BUM].y==100)) { //if he reaches the right coordinates
  MoveCharacter(BUM,50,100);//Move him to the left
}
 


#6676
Changing it to a new version may not help, you can try though.
Just BACKUP the game, and try to recompile the game with a newer AGS version, and if the error's still there, you can safely use the backuped files and use the former ags version if you like.

--EDIT--
I just noticed that starting from V2.6 you can assign script names to views, try assigning the view with a name, and use that script name in your code and see if it makes any difference (though I think not...)
#6677
Hmmm what I meaned is, try testing with a lower view number, I guess it's possibly caused by some bugs or memory management thingies that somehow it couldn't recognize views > 100

Hopefully it's not something which cj forgot to fix when increasing the engine view limit.
#6678
Well, my guess:

/**/    if ((button == 10) && (game.top_inv_item < game.num_inv_items - (game.num_inv_displayed-1))) {
/**/      game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
/**/    PlaySound (14);
/**/   if ((button == 9) && (game.top_inv_item > 0))
/**/      game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
/**/    PlaySound (14);
 }
/**/       }
#6679
Hmmm did you try changing that 101 to something else and retest and see if there's still a crash?

Judging from the discussions, I think it's quite possibly a bug, but maybe we can do some more testings on it.
#6680
Quote from: Radiant on Thu 18/03/2004 15:26:11
- Why can't I use RawDrawFrameTransparent with the current frame? There is a point to this. I wanted to implement a night mode with RawClearScreen (0); RawDrawFrameTransparent (0, 50);
Well in that case, why don't you import a blank bg as a frame for this?
SMF spam blocked by CleanTalk