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Messages - Grapefruitologist

#21
Enforce new style strings is already unchecked; just added const to the script and all that, but I still get this error message. "There was an error compiling your script. The problem was: In: 'Global script'

Error (line 544): Type mismatch: cannot convert "String*" to "string"

Do you want to fix the script now? (Your game has not been saved)."
#22
Ok, it was on line 83 and it says:
Quotefunction DefineMode(int mode, string name, int AGSmode, char extension){
I changed it to:
Quotefunction DefineMode(int mode, const string name, int AGSmode, char extension){
But I still get the same error message when attempting to save the game and quit.
EDIT: However, now it says that the error is on line 644, which is:
QuoteÃ,  DefineInvMode(   USE,   "Use",      "with",   0,   1,   'u');
EDIT2: I tried checking "Enforce new-style Strings" (as it was unchecked) to see what it would do, and now I'm getting this error message instead:
QuoteThere was an error compiling your script. The problem was: In: 'Global script'

Error (line 544): Type mismatch: cannot convert "String*" to "string"

Do you want to fix the script now? (Your game has not been saved).
Line 544:
Quoteint dir=ExtensionEx(2,GSlocname);
#23
Uh, sorry I just read the rules when I logged in that says to include the entire error message. The entire error message is:
QuoteThere was an error compiling your script. The problem was: In: 'Global script'

Error (line 631): Type mismatch: cannot convert "const string" to "string"

Do you want to fix the script now? (Your game has not been saved).

Line 631:
QuoteDefineMode(      WALK,      "Walk to",   9,    0 );//The template uses AGS mode 9 for walk modes, instead of 0.
Line 629 to 639:
Quote//Normal modes:      MODE   "name"       AGS   Extension   
//                  cursor
//                  mode
Ã,  DefineMode(      WALK,      "Walk to",   9,    0 );//The template uses AGS mode 9 for walk modes, instead of 0.
Ã,  DefineMode(      LOOK,      "Look at",   1,   'l');
Ã,  DefineMode(      TALK,      "Talk to",   3,   't');
Ã,  DefineMode(      PICKUP,   "Pick up",   5,   'p');
Ã,  DefineMode(      OPEN,      "Open",         8,   'o');
Ã,  DefineMode(      CLOSE,   "Close",      8,   'c');
Ã,  DefineMode(      PUSH,      "Push",         8,   's');
Ã,  DefineMode(      PULL,      "Pull",         8,   'y');
Ã,  DefineMode(      SAIL,      "Sail to",   9,    0 );//you can delete this one, its just for the little demo game.
#24
It's funny. This year I didn't buy my own presents (usually I get money to buy my own presents with) but I got exactly what I wanted, and I didn't even know it yet.
I got a bow an arrows and this cool-looking thing that you wear to pull the bow back. I got a camouflage shirt and a pink and camouflage scarf, and an iPod.
#25
Ok, so when I was trying to install a module, it wouldn't work, and I realized that I only had version 2.70 of AGS, which is why the module wouldn't work. So I tried updating to 2.72 and everything seemed to be going fine, I moved my game's folder to the new updated version of AGS, and when I tried to open it, it went fine, but when I tried saving the game, it gave me this error:
QuoteError (line 631): Type mismatch: cannot convert "const string" to "string"
#26
Ok, so I want Character #1 and Character #2 to keep talking to eachother while the player is walking around and picking stuff up and such. So how do I do that?
#27
Only one puzzle comes to mind that I thought was particularly illogical right now. In Apprentice 2, when you have to click on the armor twice just to put it on. Of course it was easy with the walkthrough, but without it, it makes no sense to "Use Uniform with Uniform" to put it on. It would have made more sense to "Use Uniform with Pib". But oh well.
#28
You could just make one. All you need is a microphone for your computer and I'm sure you can find a free program to record on. I think Sound Recorder (which might come with your computer) could work. From there you can edit it all you want.
#29
QuoteThat would depend on which MI2 GUI you're referring to.
Oh no.  ??? xD
Well, thanks, I appreciate the help a lot! =D
#30
Thanks! =D
Oh, also, I forgot to ask: If you're using the MI2 GUI, how do you right-click to change cursor actions?
#31
How do I display a message while another character's talking animation is animating, but make it so the character doesn't say anything, just the animation shows?
#32
Hints & Tips / Re: Apprentice 2 Problem
Fri 17/11/2006 03:05:02
Thanks! =D
#33
Hints & Tips / Apprentice 2 Problem
Thu 16/11/2006 08:00:06
SPOILER BELOW!!! (what's the code for hiding spoilers?)













































I'm trying to light the lantern. I've checked the walkthrough. I'm in the well, but the problem is that I can't find the charcoal! Where is it?
#34
I think I will add a poster, but I forget what it was supposed to say. xD I will add something like that, though. I'll keep working on that tommarrow.
#35
Yeah, I already knew about the stray pixels, heh. That's from the spraypaint tool. I was going to remove them when I was done with the finished sprites.
I'm used to doing sprites for Docking Station, which are considerably different than the style most adventure games use, so it's a bit hard to transition. But I think I'll stick with this style anyway-it's different than most of the adventure games I know, but it's really the only way I know how to do sprites. Thanks, though.
#36
Oh, thanks. That helps a lot. I'll fix them, one minute. I'll edit this post when I upload them.
EDIT: Here, is this better?

EDIT2: I also changed the CD store a bit:

I'm keeping the bricks the way they are, because I can't really fix them, lol. And I think I'll keep it kind of empty (though I will add some more stuff later) because this is supposed to be like the old downtown buildings that were built in the 1800's... pretty much empty, with old chipped bricks and stuff.
#37
I used noise on the backgrounds, yes. I'll try to make it blend in I guess.
QuoteLook at the character with the red scarf. His right hand seems to melt into the scarf. Try to have more distinct lines that form the body.
Oh, dear. That's not even supposed to be a red scarf. Or a he, for that matter. xD If we are talking about the same character, that is-no others are holding anything.
I'll try to fix that, thanks... But that character isn't important right now, where are the other characters blurred? The second character's hair probably, that looks blurred to me, and maybe the third character's pocket... any other places it looks blurred to you?
EDIT: Does this look less blurred?
#38
Uh... blurred... hmm, um, blurred? Like what exactly?
QuoteYou shouldn't use coloured noise in there. It's confusing.
On which background? Both?
#39
Critics' Lounge / Re: Where to upload my files
Sat 11/11/2006 22:58:00
For pictures, xs.to
But for files, uploading.com is great.
#40
Alright, well, what do you think I should I add? The first room is an alley, the second room is a CD store. I'll have a wolf in the first room and another character in the second room, but it does still look a bit empty now that you mention it, I'll add one of those money machines on the desk, maybe some paper? And a lightbulb? Might as well, I guess. I can't think of what else to add. I'll add another trashcan maybe to the first one.
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