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Messages - GuyAwesome

#41
TextBoxes can only be one line tall AFAIK, although the line can be longer than what's visible, so carriage return isn't directly possible. Depending on exactly what you want, it's probably possible to dummy something up that'll work similarly, e.g. using a Label (which CAN be multi-lined) to display the excess text.
I don't know what you mean by 'sending', though.
#42
How many save games do you have, and do you still have that FillSaveGameList in rep_ex? It sounds like you have 20 (so you need to select one to overwrite in 'save' mode), and it keeps refreshing the ListBox contents (deselecting your selection). Constant refilling would also explain not being able to load (same thing - cleared selection).
#43
It's probably NOT the right place, actually ... It's not wrong, as such, just an unnecessary process - you don't need to update it every single game loop. Just add it whenever you turn the save/Load GUI(s) on. Check out the show_save_game_dialog() andshow_restore_game_dialog() functions in the default game template script, for example.

Out of interest, what article did you read that didn't bother to mention such an important step?

And, you're welcome :)
#44
Yes, that's what I meant, sorry. (Also, see my edit, just before you posted...)
EDIT:
Actually, not just making it visible (e.g. gSaveLoad.Visible = true;) - that's kind of my point. You also need a ListBox.FillSaveGameList in there, if you haven't got one...
#45
If you try RestoreGameSlot(1); directly, does it load or crash? If it crashes, then like I said: "the problem may not be with the 'save' code but with the 'turning-the-GUI-on' code." (I.e., you're not actually filling the listbox with the save games...)

EDIT:
Also, are the savegames actually being created in the save folder? (By default 'My Documents\My Saved Games\(game name)')
#46
What do you mean by 'run the test save' - what slot are you trying to load, and how? As I said, that function - apart from a few control names (which would cause probably compile errors if they were wrong for you) - works fine.
#47
Sorry, I was down the pub 'til just now. Thanks for picking that up for me, GarageGothic. I figured that'd be where things'd go wrong - I just couldn't be bothered working out the right code, sorry ;).

Glad the idea was sound, anyway.

EDIT:
GG, your code was actually the inspiration for my suggestion. I'd just forgotten where I read it, and was able to use newer functions to trim it down a bit. So, double thanks to you, I guess...
#48
One obvious thing:
Code: ags

 if(lstSaveGames.SelectedIndex == 1)


Should maybe be -1? (I.e if nothing is selected, make new save.) But I don't know if that'd stop it from ever saving. (It's also missing a } at the end, but I'm assuming that's a copy/paste error :))

Do any names appear in the savebox if you skip the GUI and just use, e.g., SaveGameSlot(1, "Test"); (try assigning it to a keypress, for testing purposes...)? If not, the problem may not be with the 'save' code, but with the 'turning-the-GUI-on' code. What've you got there? Otherwise, unless you already have 20 savegames or always select the second one before saving, I can't see why that wouldn't work. In fact, once I changed the control names to fit, that function saves and loads fine for me.
#49
Yeah, I think the use of walk-to points is hard-wired to be done before the actual interaction, unless you switch them off*.

Couldn't you just delete the Walk-to point and script it? (Add a player.Walk(...) that mimics normal walk-to behaviour, but can be over ridden as needed.) It's a bit of a hassle, but not too much if it's just for this one hotspot/region combination.

* game.auto_use_walkto_points = 0;, but that's overkill for a one time thing (plus, it'll ignore all other walk-to's in te room). If you were wanting to change walk-to point coords frequently, it'd make more sense - you could use the editor walk-to as a 'default' to save having to manually enter one for every hotspot.
#50
"Can't" as in 'don't know how' ('Build' -> 'Rebuild all files', as Ishmael said - there's no 'Rebuild music.vox only' option), or as in 'did that, but it didn't do anything'?

I'm not sure how the rebuild works exactly, but I think it only checks for new, non-midi, files to be added to the vox. If there are none it leaves the vox alone, as any midi files will get bundled into the exe. If the files you DON'T want included are still there, it'll include them even if there's a midi with the same name as well - and I think that if there's no digital music at all it won't make a new vox, but equally it won't delete an existing version. So,
- Did you try deleting the old music.vox first?
- Are the MP3 versions of the tracks still in the game folder?

And that's me out of ideas, obvious as they were to begin with - I'm not far enough along with a game that music is a concern :) (In fact, haven't started one at all yet...)
#51
About the second question: Are these the files you changed from MP3 to midi? From the manual entry on 'Distributing your Game':
Quote
NOTE: MP3, OGG and WAV music files are not included in the exe. They will instead be built into a file called MUSIC.VOX when you build the game EXE. Since OGGs, MP3s and WAVs override all other music file types, this allows you to have an Digital Music Pack which you can distribute separately to your game. If it is present in the game directory it will be used, otherwise any other music available (eg. MIDI) will be played instead.

So yeah, delete and rebuild music.vox...
#52
anian:
Heh. Yeah I went to school, even did a bit of Linguistics at university. I just don't count GSCE-level English Language (I was better at Literature, anyway) or a couple of months of 'paying the bare minimum attention to get a pass in Ling 101', as formal training :). Hell, my mum is a teacher*, and her grammar, punctuation, and spelling are worse than mine.
For comparison, GCSE French probably included more detail about the grammatical rules of the language in 2 years than I covered in however many years of English classes. (Of course, I remember even less of that than I do English grammar.)

* Admittedly, a primary school teacher and not a university lecturer. Still, the point stands - 'a basic education' is not the same as 'formal training'. I meant degree level, at least...

paolo:
Ta, didn't know that about 'use', but honestly both 'didn't use to' and 'didn't used to' sound pretty awkward to me.
Is 'use' in the sense of 'to utilise'/'make use of' ("I use my computer every day", "I often use the stairs instead of the lift") a different form, and so can be present tense? Or have I missed the point somewhere?
#53
Is that because the "didn't" in "didn't use to" means it's already past tense, so the "use" doesn't have to be, while the other part doesn't have that modifier so you have to have "used"? Could you have (although it sounds clunky to my ear) "I did use to date your mother, but I never used to brag about it" - swapping the tense modifiers?
(If that's what you'd call them. Sorry, I'm a native English speaker but have no formal training - so my grasp of grammar and punctuation, etc, is more luck than judgement. As has been said, a trained non-native speaker probably knows the rules of a language better than the average native speaker.)

Incidentally: I pretty much exclusively hear 'at yours' used instead of 'at your place', unless whoever's saying it is going for a deliberately cheesy "Your place or mine, hur hur hur" vibe. Colloquial vs. 'proper' English, I suppose. 'Up yours' is generally used in good spirits in my experience - or at least jokingly, between friends. It's just too ... quaint sounding to have any impact if used 'for real' any more. Or maybe it's just that I know better swearwords now than I did as a teenager...
#54
Which old threads have you tried, and what's not working exactly?

One recent thread that I know contains a working version (because I tried the code as it was posted :)) is maraki_ang3l's 'Click and drag puzzle', specifically starting from KhrisMUC's post here. If you missed that thread before, give it a try (it updates some of the older examples to actually work in 3.1.2). If you've tried it already - what is/isn't it doing that's holding you back, or is it just not quite what you want?
#55
The resolution (320x240, 640x480, 800x600, etc) is the same for all the rooms in the game (it's something you can pretty much set and forget), not the size of the rooms themselves. Resolution refers to how much will be visible on screen at any time - so basically, how much detail you can include in a single 'screen'. Rooms bigger than the resolution will be scrollable, and will follow the player if they move 'off screen' (like the town square in RotN games).
New rooms, before you add your own backgrounds, are created at the resolution size - as Mr Matti said you can just ignore the 'New background is different size' warning, especially if you haven't added any hotspots, walkable areas, etc. (And really, why would you have before you import the background :)) Just import the backgrounds ... Provided they're all AT LEAST the same size as the game resolution is set to it'll work.


(The exception to this is animating backgrounds - all frames IN THE SAME ROOM have to be the same size as each other, even if you're only animating a small part...)
#56
When you change the resolution, AGS gives you the option to automatically resize your GUIs (scale them up or down) for the new resolution. Is it possible you accidentally clicked through the confirmation popup without noticing? I think it saves when you change res, and of course if you tested the game (via F5) - so not saving when you exit wouldn't have any effect (the 'damage' was already done). I don't think resizing the GUIs when you tell it to counts as a bug, as much it CAN be a bi*tch if you didn't mean to :), but of course if you clicked 'No' to resizing, then it is indeed a bug.

EDIT:
Actually, I just realised - it should've upscaled the GUIs when you changed back, unless you told it NOT to then. Which might make it less likely that you just made the same mistake I did ::), and more likely you encountered a legitimate bug...
If you change the res back to 640x480 without scaling the GUIs, then back up to 1024x768 with scaling, do they get fixed?
#57
Couldn't you get the transparency of the 'top' button (the vest, I'd imagine), and if it's opaque do that button's code, otherwise do the lower button's stuff, something like
Code: ags

function bVest_OnClick(GUIControl *control, MouseButton button)
{
  DynamicSprite *TempDS = DynamicSprite.CreateFromExistingSprite(7, true); // Or 'bVest.Graphic', for convenience
  DrawingSurface *DSTrans = TempDS.GetDrawingSurface();
  if (DSTrans.GetPixel(mouse.x, mouse.y) != -1) Display("Vest"); // Or whatever
  else Display("Shirt"); // Or something less pointless... (like call bShirt_OnClick)
  DSTrans.Release();
}


NOTE: My buttons are on gStatusline, positioned right at 0,0. You'll probably need to play around with DSTrans.GetPixel(mouse.x, mouse.y) to get the right position...
#58
I'm curious why you're calling it a TailSpin game. If you're changing the setting somewhat (to make it more adult), and the characters (to make them human), why stick with the original names (and anything else you've kept) at all? If nothing else, re-working them as your own characters would avoid any legal difficulties with the Disney people ;) (That said, the original characters in a more adult - or at least 'less childish' - storyline would be ... interesting, if nothing else)
#59
It works perfectly for me, with pixel-perfect detection on. Obviously, I have to click the sleeves of the chainmail t-shirt object but there doesn't seem to be a problem distinguishing between the objects, with or without the alpha-channel. With PPD switched OFF, only the vest is clickable - and includes the 'blank' area around it. (PPD refers to Objects and Characters. GUI Buttons are the only exemption, AFAIK.)

This might not be much use to you though, sorry. At least it proves the IDEA is valid... Is there anything else that might be interfering with the clicks? (Walkbehind, character, a 3rd object.) What happens if you add a few lines to show where you're clicking? (Get object at mouse coords, display object name/ID.) Or try cropping the sprites to just the important bits?
#60
How are you setting the object's Baseline property?
It looks like setting it to '1' in the editor makes it revert back to the object's y coord. Setting it to '2' seems to work, however, as does setting to '1' in script. (Setting to '0' in script works as the manual says it should, too - so it's not flat out WRONG, just ... unaware of the editor's quirks :).)
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