Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Icey

#81
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x1000193C ; program pointer is +6, ACI version 3.21.1115, gtags (28,0)

Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------
#82
General Discussion / Android 3.0 honeycomb?
Sat 25/06/2011 16:36:34
This may not be the best thing to ask here but I wanted to know if any has a android device with firmware 3.0?

I have the Samsung sidekick 4g and I have found a way to get honeycomb for it. The thing I wanted to know is how it is & works for you. Do you like, what is it's flaws, etc...


                                                          Froyo vs Honeycomb
#83
I been having this problem now for quite sometime I finally found my problem. Photoshop seems to be draw from history. Sometimes when I am drawing it won't show the pixels This is because it draw starts doing it's own thing. It most just draw random long lines or just puts dots were I click.

I have updated Photoshop but it still happens.
#84
How do you make custom screen transitions?
#85
General Discussion / Voice control
Sat 04/06/2011 06:08:33
Would it ever be possible to make a voice control plug-in for AGS? I mean it could be used for any thing.
#86


Maybe it's just me but I keep think it looks plastic-E. Does anyone else have any tips on it or ideas on what I should fix?
#87
In my game I would like to have a damage dealt to an enemy at random. I searched through the forum but everything else has a different purpose making it hard for me to understand it.

I have this in the attack call.

Code: ags


  
if(EnemyST -= 5){
Log.AddItem("Dave attacked Behemoth.");
Log.AddItem("Behemoth lose [?] HP."); 
}
else if(EnemyST -= 0){
Log.AddItem("Attack missed .");
Log.AddItem("Behemoth lose 0 HP."); 
}



  • Attacks range from 5,6,7,8,9,10,0 [This is used if missed]
  • How do I add the random # to the game so that they can be called?
  • And how do I add the random number to the Log to replace the [?].

    Code: ags
    // new module script
    
    struct Random(6){
     int Random[0] = EnemyST -= 5;
      int Random[1] = EnemyST -= 6;
      int Random[2] = EnemyST -= 7;
      int Random[3] = EnemyST -= 8;
      int Random[4] = EnemyST -= 9;
      int Random[5] = EnemyST -= 10;
      
    };


#88
Beginners' Technical Questions / RPG Module.
Mon 30/05/2011 18:17:55
Hey khris I thought it would be easier to make it public and as question from here.

Ok so for those of you that don't know. I am trying to make a new RPG system. A more simple one that is universal for ether other room or other games as well.

Here is what I have so far.
S3_RPG.ash
Code:
Code: ags

// RPH module header
enum RPG_timing { //RPG_timing wont high light blue?
  eWait,
  eActive,
  
};

#define DEFAULT_ATB eWait 
#define DEFAULT_ATB eWait 

import int  MovePlayerTo(Character* characterRef, float seconds, short toX, short toY, RPG_timing timing=DEFAULT_ATB);
import int MoveEnemyTo(Object* objectRef, float seconds, short toX, short toY, RPG_timing timing=DEFAULT_ATB);

Error: Failed to save room room1.crm; details below
S3_RPG.ash(9): Macro 'DEFAULT_ATB' is already defined

S3_RPG.asc
Code:
Code: ags

// RPG module script

function repeatedly_execute() {
  
     My_hp.Text = String.Format("%d/1000", playerHP);//pair health
   Label12.Text = String.Format("HP:%d", playerHP);//pair health
   EnemyHP.Text = String.Format("HP: %d/1000", EnemyST);//Enemy health
}

function repeatedly_execute_always() {
  
 Label12.Text = String.Format("HP:%d", playerHP);//pair health
  
}

int MoveEnemyTo(this Object*, float seconds, short toX, short toY, RPG_timing) {
  return MoveTargetTo(this, seconds, toX, toY, timing);
}

int MovePlayerTo(this Character*, float seconds, short toX, short toY, RPG_timing) {
  return MoveCharacterTo(this, seconds, toX, toY, timing);
}

How does it look so far?
#89

Ags E3 Demo coming soon

The Story...
Dave, with the help of his friend Mr. Mog, is given a quest to take on. They must travel to the city of Spirit where they are supposed to find a girl named Yuki.

But is that all they will find?

Project: 304 Style - The Screenshots!



Screenshot 1
Screenshot 2

Genre: RPG/Point-click

UPDATES:
Notice:This topic will have updates in this post only. Check back to stay up to date.

30 May 2011
Too much to handle? I think not!  This is my last game to make for the year but maybe the first to release. This game will mostly be worked on by Mog.Net so I can do other things.

3 June 2011
I plan to start looking for a composer & a animator soon. I really don't wan't to use FF game music.

7 June 2001
Soon you will be able to play the demo of project 304, It's will show a demonstration on how the new active battle system works. It shows you half of the part 1 of project 304.
#90
Critics' Lounge / Walking view
Sun 29/05/2011 23:16:31


For some reason the walking view looks weird. When walking from left to right he looks like he is taping his feat. How should I fix this because it makes the game look odd.



Also can some one give me a tip on up & down views?
#91
I was testing my game when I got this message.

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.

in "Tween.asc", line 483
from "Tween.asc", line 505
from "Tween.asc", line 532
from "Tween.asc", line 626
from "Tween.asc", line 1007
from "room12.asc", line 70
(and more...)

I never seen that before until now.

How do I fix this & what does it mean?
#92
I set regions in different rooms for shading or for tinting. For some reason I think something is keeping my game from shading/tinting the characters. I know this because I have a debug gui thats takes me through the game to the middle. When that is done tinting/shading works just fine. Is there something I should look for to fix?
#93
Is there any way to set key words for when people are talking? Like if the player did not have a pin and the NPC told them to check there inventory. the inventory word should appear red or what ever color I want.

Do I have to use variables?

Might be something like good.
string text.color = 63488;

cEgo.Say("Hello, Welcome to the %CStore%C.", text.color);

(Hello, Welcome to the store.)
#94
2 years ago I had this problem where after I saved the game with in the editor and went to go load it again anything I started editing or adding from the time I lasted opened it every thing was as if I never edited it. I think this was due to the fact that sense AGS shows only Game.agf in a list in the start menu I went and changed the name of the game to PMQ4 but it saved it as game.agf. So I had 2 agf's with different names in the same folder.

My problem here is that I think I may have noticed the same problem only thing is I didn't do anything to contradict AGS to have the same problem. I edited my game however when I opened it it showed that I didn't do any changes. I have the game open but I am nerves to close it and see if this is the same problem.

Has this ever happened to any one else? And if so how do I fix the problem?
#95
Is it possible to change the sprites that are in a characters view from with in the game?
#96
Critics' Lounge / Tips on adding swamp water
Wed 04/05/2011 22:03:11


I am trying to turn the solid green area into swamp water but I find it quite difficult to grap that look.

I have this as of right now but it seems so- "fake"

Can someone give me any pointers on how to do this?
#97
Can I use this say at in a Dialog?

Dave.SayAt(8, 167, 320,"Dave: Hey what are these time rings again?
#98
   OSD.3D Can you stop the sorrow of the future?



This is a prequel to OSD.2
After the events that took place in OSD2 Dennis found a way to go back in time to see if his time traveling powers work. Dennis ended up going back into 12/24/2010. When Dennis goes back into the past he try's to save this girl from a deadly blob.

Download OSD.3D
Download OSD.2

P.S Opinions are welcomed but if they are negative then do try and keep them to yourself.

#99
I have searched the manual and can't seem to find how to do this. I have a button on a GUI which the player can click on to equip the inventory to the player. What I mean by this is that I need the mouse to change to the inventory mode.

Code: ags

function Button1_OnClick(GUIControl *control, MouseButton button)
{
  mouse.Mode = eModeUseinv;
cEgo1.ActiveInventory = soda;
}





#100
I my game I have a 2 buttons were one saves & the other loads. When you click save it saves because I check the save game folder. But when you click the load button it it doesn't load anything.

Code: ags

function Button39_OnClick(GUIControl *control, MouseButton button)
{
  Display("Data loaded");
  if (lstRestoreGamesList.SelectedIndex >= 0)
  {
    RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
  }
}

I am pretty sure I am missing something but I don't know.
Code: ags

function Button38_OnClick(GUIControl *control, MouseButton button)
{
  
   Display("Data saved");
  txtNewSaveName.Text = "PMQsave";
  
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
    {
      gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
    }
    i++;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
}

I don't think the save button is what's causing it. But I feel I should post what I have inside that button.
SMF spam blocked by CleanTalk