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Topics - HandsFree

#21
In the KQ4 demo the dialog uses a red font color.


I don't recall changing anything, but when I play the same scene in the full game, the font is white.


Both are (still) AGS version 3.2.1 and both have 'use gui for dialog options' set to 0.
I don't understand what might cause this difference or how to change this.
Any ideas?

thanks
#22
In the KQ4 demo we have black gui border and SierraWithBackground style portraits.
It looks like this:


I don't recall changing anything, but when I test the same scene in the full game, the position of the portrait is different, partly behind the gui.


Both are (still) AGS version 3.2.1.
I don't understand what might cause this difference or how to fix this.
Any ideas?

thanks
#23
Don't know if this belongs in beginners question or not, so please move this post if needed. :)

We had this idea to show a note with a lot of letters and the player would be able to underline certain letters by clicking on them (and erasing the line by clicking again).

I have no idea how to script that. :confused:
I assume the note closeup should be a new room and the first problem is to register on what letter the player has clicked. Put a whole lot of screen coordinates in a struct/array thing and check that on (Mouse.IsButtonDown(eMouseLeft)==true)? Something like that? Is it also possible to register a leftclick (when mousebutton is released rather than pressed)?
Is there an easier way to do this?

Then use DrawLine to underline the letter? If so, is it possible to erase the line later if the player clicks it again?
Is there another/better way?

thanks
#24
I have set an idle view to play continiously.
cUnicorn.SetIdleView(160, 0);

At one point the unicorn is supposed to perform an animation once and then NOT return to idle view anymore.

Code: ags

cUnicorn.SetIdleView(160, -1);
player.Transparency = 100;
cUnicorn.ManualScaling = true;
cUnicorn.Scaling = 50;
cUnicorn.ChangeView(162);
cUnicorn.Animate(8, 5, eOnce, eBlock);

From that point on the last animation loop keeps repeating, as if it's considered an new idle loop.
Or could there be another reason why the loop keeps repeating?

Any ideas what's happening here?

BTW if I use lockview(162) I get the error that the animation uses an invalid loop number, while with changeview loop 8 gives no error. :confused:

edit: for a test I deleted the cUnicorn.SetIdleView(160, 0); But the animation still keeps repeating. So maybe not connected with idle view. But I'm still clueless.
NB the first 4 loops of view 162 are for walking. So if, after the above code, I let the unicorn walk, that works. But when the walking stops it then keeps repeating the walking animation (loop 2). :shocked:

edit2: ahum, this cUnicorn.SetIdleView(160, -1); was supposed to be cUnicorn.SetIdleView(-1,0);
The -1 is for the view number, not the delay. Fixed now. sorry.:angry:
#25
In some areas a blocking animation will play when 10 seconds have passed. This is done in the room's repexec.
But if at that time the inventory screen, or another gui, is visible the game locks up. Setting the gui to 'pause game when shown' makes no difference.

How do I make it so that the animation will not start while a gui is visible (and the counting of seconds is also stopped)?

Example: in the repexec of a room I have
Code: ags

iUnicorn++;
if (iUnicorn == 400) Scare_Unicorn();

And the Scare_Unicorn() function holds blocking animations.

Possibly related: is it possible to play two non-blocking animations after each other?

thanks
#26
Sorry if this is the wrong place, cause it's not really about scripting, but it is technical... ;)

For the KQ4 project we have a lot of animation stills that are uncropped. We also have a few cropped files (png) and I noticed that the size in kb is almost the same. I expected the uncropped versions that are actually the size of the full screen, 640*400, to be much bigger but apparently they aren't.

I've heard that when importing images, AGS converts then to an internal format. So my question is: will the uncropped images when imported in AGS also take up the same number of kb's as the cropped ones, or does the internal format will make the 640*400 images take up more memory than the cropped ones?

It will save me a lot of work if I can just use the uncropped ones, but the game is becoming very big as it is already.

thanks
#27
I'm using the flashlight module and I want the room to be dark at the start.
So I have in room_Load
Code: ags

function room_Load()
{
  Flashlight.Radius = 0.0;
  Flashlight.Transparency = 1;
  Flashlight.Enabled = true;
}

But the room starts lit and then AFTER fadein goes dark.
When I add a Wait(20); to room_Load it works the way I want it. But then I get an entry in the warnings log:
(in room 27): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead

Why is there a warning when it works anyway? How do I start in a dark room without warning?

thanks
#28
I started making the game in AGS 3.3.0. and when I play the game full screen I see small black borders around the edges; that's ok.
When I play it in version 3.3.2. full screen the borders are much bigger. The actual screen, I think, is just as small as when playing windowed without filters.

Is there a way to have actual full screen in version 3.3.2?
Resolution is 640*400 btw.

thanks
#29
I'm trying to let the player character push an object. That is, the character walks from one point to another and the object is supposed to move along with the character.

I try to avoid making new walking views for the character where the object is part of the view.
Also I don't want to change the object to a character (and use the followcharacter command) because the game is setup to have the speech-icon available for characters and not for objects, so she suddenly would be able to talk to it.

I tried to set the object's coordinates relative to the character's in RepeatedlyExecute but that causes the screen to go flashing.

Any ideas how to do this?
thanks
#30
Since we're not allowed to discuss it in the gips forum: are there any opinions about Legend's game 'Gateway'?
I started a remake a few years ago but concluded that the original actually didn't need an update. Still every now and then I load it up though...

Here's a playable demo of what I have so far (well I'm a bit furhter then that), it contains the gameplay in Gateway station until you are allowed to go on your first flight.
Try the demo here

So far it has been mentioned that a map of Gateway would be handy. Apart from the fact that I can't draw, I suppose it would be possible to show a map (consisting of pipes and hyphens) on the dataman. But then I run into a continuity problem: if you already need a map on gateway, you'll need one much more on the unknown planets you'll visit and it doesn't make sense that you'll have a map there...

Any thoughts on this or the game mechanics of the original game vs the remake?
See also the gips thread
#31
Started my game in version 3.2.1 from the default game template. Now I opened it in 3.3.0 and the debug options don't seem to work.

In on-key-press I have:
Code: ags

  if (keycode == eKeyCtrlS)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode == eKeyCtrlV)  Debug(1,0);  // Ctrl-V, version
  if (keycode == eKeyCtrlA)  Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode == eKeyCtrlX)  Debug(3,0);  // Ctrl-X, teleport to room
  if (keycode == eKeyCtrlW && game.debug_mode) 
    player.PlaceOnWalkableArea(); //Ctrl-W, move to walkable area 

The ctrl-V always gives version info, the other keys don't do anything. It doesn't matter if I set 'Enable Debug Mode' to true or false in general settings. Behaviour stays the same.

Am I missing something? I did delete some stuff from on-key-press dealing with other key combinations. Should there be some code anywhere to make this work again?
#32
The gamble is the same for every Gateway prospector. You strap yourself into an alien starship whose destination was programmed 500,000 years ago by a race called the Heechee. You may return with a motherlode of technology that will make you rich. More likely, you will die.

Frederik Pohl's Gateway by Legend is already a pretty good game so there isn't much that I can do to upgrade it. That's why this has been sitting on my hard drive for a few years, but every now and then I load it up to just walk around Gateway.
In the original you have to type or select verbs from a long list which is something that not everyone finds comfortable, including me, so...

Anyone like to check this demo? It's the start of the game up until you are allowed your first mission. In the original game you can reach that stage in just a few clicks but to make the demo more playable I made it a bit more linear so you will have to explore the whole station before the day is over. I might loosen up that part.

Not sure if this is allowed here but I would like to hear if this setup, modelled after later Legend games as some of you might notice, is actually more inviting to play. Or is the original still attractive enough?

Try the demo here

Remake:




Original:



#33
A Russian translator is working on my Black Sect remake and found a few spelling errors. So I'm wondering how to deal with that. If I fix the errors now, I assume the translation won't recognize those lines anymore. Is that correct?
What if the translator changes the the English lines in the .trs file and I change the lines in the source before I compile the translation, would that work?

Suggestions?
#34
Hi,

Can't find this anywhere.
Is it possible to continue a statement on a next line somehow? I have some long texts and I would like it to remain readable in the editor without scrolling.
In VB you would use &_ I think:
Code: ags

sLongText = "the long text" &_
" continues here.";

Does AGS have something like this?
#35
Sorry, I never fully grasped the import/export thing.
Normally I just put everything I need in GlobalScript.ash, but at the moment I'm adding things to the KQ4 project that uses a lot of additional scripts...

I'm trying to make a function Scare_Unicorn() (in GlobalScript) available to roomscripts and the cUnicorn.Look function which is in a separate script.

In the GlobalScript there's:
function cUnicorn_Look()
{
unicorn_look_handler();
}

then there's char_messages.asc that holds the function unicorn_look_handler().
And in char_messages.ash there's:
import function unicorn_look_handler();

I've tried different combinations of export and import options but every time I get 'unresolved import'. Is this because GobalScripts.asc is always at the bottom of the list?
How do I do this?

thanks

#36
How can I check in the global script if ShowPlayerCharacter is set to false or true in the current room?
thanks
#37
I know there are many threads about this but I still can't get it right. :(

The game starts in room 9 wich is just an empty room with a gui showing the main menu. When you click on 'new game' you're supposed to see room 10 where the main character walks in followed by a display message.
This works the first time but I don't understand how to get it working a next time. I did see the RestartPoint cannot be set while the script is running, but how to get this right...?

I have:
Code: ags

function btnNew_OnClick(GUIControl *control, MouseButton button)
{
  if (HasPlayerBeenInRoom(10)) RestartGame();
  else {
    cEgo.ChangeRoom(10);
    gMainMenu.Visible = false;
  }
}

function room_FirstLoad()// room 10
{
  SetRestartPoint();
  cEgo.Walk(150, 340, eBlock, eWalkableAreas);
  Wait(40);
  lblText.Text = "Text at the start of the game.";
  gText.Visible = true;
} 


clicking 'new game' for the 2nd time now lets the game start with the text display without showing the walking (cEgo is placed at 150, 340 though).
I tried using on_event with if (event == eEventRestoreGame && data == 999) but what ever I put there is done after the message display.

Any ideas how to get the restart right?
thanks
#38
If I want in general that using inventory1-on-inventory2 always gives the same result as using inv2-on-inv1... Is there a better way to achieve that other than just writing everything twice? I'm aware of the possiblilty to put code in a function and call that twice, but I'm hoping it can be generalized more.

thanks
#39
The resolution we are using is 640*400. I've been given a .chr file and I imported it in AGS (3.2.1.) and when set at 100% the character takes up about 75% of the height of the screen.
I used the 'export sprite to file' option on one of the sprites to see how big it is, and it's 158 pixels high.

So why would a 158 character sprite on a walkable area set to 100% take up 75% of the screen height when the screen is 400 pixels heigh? Any ideas?
thanks
#40
I created a translation file French.trs and sent it to a translator. But now the game won't compile anymore because the tanslation has not been done yet.
So I placed the file somewhere else, but then the editor won't even start.
How am I supposed to work on the game while the translation is being done?

thanks
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