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Messages - Gilbert

#6901
General Discussion / Re:BMP file format
Wed 04/02/2004 03:51:34
Well, you can always search for pages with file formats, as BMP is a popular and common one, it should be easy to find, one I'd found is:
http://www.dcs.ed.ac.uk/home/mxr/gfx/2d-hi.html

Years ago, I also did wrote some programme converting from some (now obsolete) format into BMP, which you can also look at:
http://dfg.the-underdogs.org/hosted/gich/download/pyx2bmp.zip

Moreover, this forum is ONLY for AGS related tech. problems, so I'm now moving this thread.
#6902
General Discussion / Re:Free Web Hosting Help
Wed 04/02/2004 02:42:46
This thread may help you.
#6903
Unfortunately, it seems that blocking functions will block all other scripts from running, so you need to use non-blocking functions for it, for example, use DisplaySpeechBackground() instead of DisplaySpeech().

For example:
DisplaySpeech(EGO, "blah!");

can be changed to:
waitimer=150; //Unfortunately you have to work out the delays yourself
int handle;
handle=DisplaySpeechBackground(EGO, "blah");
while (waitimer){
Wait(1);
room_b(); //change it if your repeatedly execute script is not of this name
waitimer--;
}
If (IsOverlayValid (handle)) RemoveOverlay(handle);


Worst of all, the talking animations won't be played with DisplaySpeechBackground(), so you may add even more codes to animate him.
#6904
General Discussion / Re:I R NUTS!
Wed 04/02/2004 01:08:01
Quote from: TK on Tue 03/02/2004 13:39:42
THEN, when all the 3D etc features have been included, and all bugs fixed, AGS would be PERFECT, and Micro$oft would collect huge funds for selling it to milloins of people...

No, M$ will sell it before the bug fixes, and the day when all bugs are fixed will never come.
#6905
Well, finally the win32 version of Grafx2:

http://www.eclipse-game.com/?menu=tools&sub=graphic&dat=7

It's a DP like 256 colour painter, ideal for pixel graphics.

As I use only DOS version, I don't know how this win32 version performs anyway.
#6906
Depends on what functions they are, if there're no blocking functions (eg. Wait() and MoveCharacterBlocking() are examples of blocking functions), you don't need to do that anymore, but if there're some blocking functions, you may need to do so then.
#6907
Ah in that case, there's a dirty way to do this (there're better ways I think, but this method's simple to archive):

Just change the Wait(100); line to:

int waitimer=100;
While (waitimer){
Wait(1);
room_d(); //change it if your repeatedly execute script is not of this name
waitimer--;
}
#6908
In that case, try removing the 2 interactions from the room (BACKUP your room first!), readd them, and put the codes there and see if it works.

EDIT: also, check if there're any suspicious code in the global script (it may be possible that ther's some SetBackgroundFrame() lines in it, or some other things that prevents the scripts in the room to get processed).
#6909
Try one more thing to test, try commenting some of the lines in repeatedly execute:

function room_d() {
 // script for room: Repeatedly execute
bgtimer--;
//if (bgtimer==0) {
curbg++;
if (curbg>2) curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];
//}
 
}

Normally it will mean that there'll be a frame change each game loop (so they'll run like crazy), but if the bg frame is still stalled, it may be something that kept the above content in repeatedly execute to not run for some reasons.

#6910
That's a scripting thing, it won't show in full-screen preview. Did you really tried testing the game?

One possibility I can think of, was that the events in the interaction editor had somehow been removed. Check from the room's interaction editor, are there really "run script" operations for the events " First time player enters screen" and "Repeatedly execute"?
#6911
Strange, it's just identical to my original code.

What did you mean by the bg not animating? Was it stuck at frame 0 without changing?

How many frames do you have for that room background?
#6912
If you're to have fixed values for your parameters, don't choose the "global" things, but type in the appropiate values in the "value" fields.
#6913
Set the appropiate event in the interaction editor to "Player - Go to a different room" or "Player - Go to  a different room (at specified coordinates)", as easy as that.
#6914
Strange, I tried and it worked for me.

Can you post your exact codes for these parts here for reference?
#6915
hehe yeah, me bad, I got the variable names mixed up myself. I'll edit the codes to fix it.
#6916
Hmmm what's the mode of the GUI with the inventory set to? If it's set to "popup-modal" the game is paused while the GUI's on, so the character speech etc things may not get executed.

To fix this, try setting the GUI to some other mode, or close the GUI first when the action is called:

GUIOff(2);// change "2" to appropiate GUI #
Wait(5);
FaceLocation(EGO, 150, 1000);
DisplaySpeech(EGO, "I think I can hide the crowbar inside this thing!");
Wait(10);
FaceLocation(EGO, 150, -1000);
Wait(10);
FaceLocation(EGO, 150, 1000);
Wait(15);
DisplaySpeech(EGO, "I knew this dumb thing would come in handy somewhere!");
Wait(5);
LoseInventory(13);
Wait(8);
GiveScore(4);
Wait(8);
SetGlobalInt(25,1);
GUIOn(2);//in case you want it back afterwards
#6917
Yes, but to have full control of them, you probably need to use text scripting to control them.

Here's some example code, say in a room with 3 bg frames, you want the frames to stay for 8, 10, 7 game loops respectively:

1. put on top of that room's script:
int bgtimer,curbg;
int bgdelay[3];


2. Put in "first time player enters screen" script:
bgdelay[ 0 ]=8;
bgdelay[1]=10;
bgdelay[2]=7;
curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];


3. Put in "repeatedly execute" script:
bgtimer--;
if (bgtimer==0) {
curbg++;
if (curbg>2) curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];
}


EDIT:
* Gilbot V7000a  kills the smileys
EDIT2:
Should be fixed now.
#6918
Well if you use the interaction editor, there is this event "Game - Add score on first execution", for text scripts you really do need to script the checkings tho.
#6919
General Discussion / Re:I R NUTS!
Mon 02/02/2004 06:40:17
O SH4K3 M3!1!

I R NUTS 2!1!
#6920
Quote from: Geoffkhan on Mon 02/02/2004 04:56:50
So you're either five or twenty-nine years old... FIVE!

jk :)

Hehe you're right, but not five, it's the other.  ;)
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