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Messages - HandsFree

#61
Quote from: Crimson Wizard on Mon 27/02/2017 19:21:57
this is because the label is always of fixed size while the text can be printed slightly differently.
Do you mean that the text might be printed differently in windows as well?
Resizing the label is no option cause the game looks like this:

Indeed that could be a problem with translations, but since all text displays properly on my laptop I assumed it would look like that for everyone...
#62
Completed Game Announcements / Gateway Remake
Mon 27/02/2017 18:05:34
You are a Gateway prospector travelling to other worlds in search of alien technology.
But when Gateway scientists examine one of your findings they discover the terrible secret behind the vanished Heechee civilization. It's up to you to ensure the same fate doesn't strike earth.

Legend's Gateway is a game from 1992 and in its original form you had to either type commands or pick words from a list to construct them. This may have put off players, like myself, who might enjoy the story and puzzles, but prefer point & click gameplay.

So here's your chance to try out 'Gateway' point & click.
- remake of the full game in the more visual style of the later Legend games
- point & click interface
- larger graphics
- no dying
- no dead ends
- new sounds
- new additional music

The story and puzzles are unchanged, except for some minor modifications resulting from the new, visual, style of gameplay.

Thanks to morganw for testing.

Download the game here: https://www.adventuregamestudio.co.uk/site/games/game/2130/

Hope you like it.

UPDATE:
Version 1.1 is now available with new gui graphics by Arcangelo Bonaparte.

Screenshots:





Screenshots from the original game:


#63
It is fixed size. I don't use GetTextWidth and GetTextHeight.
Looks like I have to accept that this will not be always working correctly on linux. I'm not a linux user so I don't know anything about that anyway.

thanks
#64
I wasn't aware the test was done in linux. So it looks like a win vs linux thing.
Started the game 5 years ago so I'm not sure what the font was, but I think TTF.

windows:

linux:
#65
I have a label that displays all text in the game. I carefully checked all the the texts that they fit within the label.
Now morganw, who is testing, reports that he can't see the last words of some of the texts. When I play the game, those same texts are displayed correctly and I can see all words.

How is this possible?
The game is 16-bit (don't ask why, cause I dont remember).
AGS 3.3.4.2.

Is there anything I can do to make sure the text in the label is always completely visible?

thanks
#66
This is a point & click remake of the 1992 Legend game 'Frederk Pohl's Gateway', see also here

I abandoned it a few times, but now it's actually testable.
It's a full length game, or at least it was when you had to type everything, so if anyone is willing to help testing that would be great.

Thanks
#67
To be honest, I often can't find things in the manual.
Searching score in the index tab gives no result.
The search tab usually gives links to pages that are so long that it's hard to find anything there (like game global functions).

Anyway, found game.score now and apparently it's read-only, so I can use it to read the current score, but not te reset it to that score.
I suppose I could do something like GiveScore(oldscore - currentscore), if it works with negative numbers, but is it possible to set the score to a scpecific number?
#68
Beginners' Technical Questions / check score?
Sat 07/01/2017 19:45:04
There's a part of the game that I like to be able to reset.
I've used GiveScore() to add points to the score. But now I want to check what the current score is, and when the section is reset, change the current score to the old one.

So how can I check/change the score without GiveScore?

thanks
#69
That worked. :)
thanks
#70
Hmm, tried repexec_always and it still doesn't work. :~(
#71
Before, but the function can also be called from other places. I tested it when not called from repexec and the same happens.
#72
Found what the problem is, but don't know how to fix it.
The function that starts the animation also sets a boolean 'Lose' to true, and that is tested in repexec.
But apparently the Lose isn't true until the function is finished.

In the function that starts animating:
Code: ags

oWOF.Animate(iHigh, 15, eOnce, eBlock);
Lose = true;
oWOF.Animate(iHigh, 15, eOnce, eBlock, eBackwards);

In repexec
Code: ags

if (Lose){
  if (oWOF.Frame == iLow - 1){
    oWOF.StopAnimating();
  }
}


So when the frame to stop is reached, 'Lose' is still false apparently.
How to fix this?
#73
I want to stop an object animating when it reaches a certain frame.
I have in repeatedly execute:
Code: ags

if (oWOF.Frame == iLow - 1){
    oWOF.StopAnimating();
    //and other things
}

But the animation only stops at the last frame.
The command to start animating is in a function that is also called from repexec, if that matters.

How should I do this?
thanks
#74
Yes, thanks.
I already thought about using a variable to keep track of previous dialog. Just not a pointer.
#75
Ok, I got it working by reversing the condition. Thanks
But for my understanding: if I wanted to go to dialog1 under the condition, and to dialog2 under else, that's not possible, or is it?
#76
Actually, what I have is:

  if (cond1){
    do something
    goto-dialog 2
  }
  else{
    do something else
    // don't go to dialog 2
    return RUN_DIALOG_RETURN;
  }

#77
F1 says you can use RUN_DIALOG_GOTO_PREVIOUS, RUN_DIALOG_RETURN and RUN_DIALOG_STOP_DIALOG.
But is there  a command to go to another dialog?

It looks like I can just use dDialog.Start(); within a dialog but then the goto_previous doesn't work.

Any ideas?
thanks
#78
Quote from: selmiak on Mon 28/11/2016 11:04:54please someone confirm there is no stuttering in the ambient sounds channel.
I had the stuttering when I used an mp3 file. With ogg everything always plays seamless in my experience.
#79
Yeah, sorry, there was another one. I was sure there wasn't but it appears I created one ages ago. :confused:
#80
Error (line 410): Variable 'hCrashSite' is already defined.
File: _AutoGenerated.ash.
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