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

Messages - Icey

#461
Yep that one, but it's ok you gave me the answer to my problems here.

QuoteYou didn't by any chance remove all the text in Notes.ash but keep the /* ...?

I got it fixed but I didn't know it was because I was missing the */. But then again I guess I wasn't paying attention cause I just noticed you said that it wasn't closed. But still, thanks a bunch dude.
#462
Well I deleted the whole module and then was prompted that I didn't with another error cause I didn't include the "="s

But after fixing them, the same error came up again.


Nvm, I fixed it. I imported the module back into the game and took out the stuff in the Notes.ash. My theory on the whole thing is that possibly even when you delete a module, the .asc and .ach still stay in the game folder.
#463
Wait somethings wrong again, I took out the notes scripts and then I got a problem for something that was already working in the global script. When I fixed it I got the same problem again.

Code: AGS
function Button25_OnClick(GUIControl *control, MouseButton button)
{ 
	Summon = "Ifrit";
	Display("Current Summon is now %s",Summon);
Label39.Text = String.Format("%s", Summon);
}

function Button24_OnClick(GUIControl *control, MouseButton button)
{
		Summon = "Ghost_Cat";
		Display("Current Summon is now %s",Summon);
Label39.Text = String.Format("%s", Summon);
}

function Button26_OnClick(GUIControl *control, MouseButton button)
{
		Summon = "Shiva";
		Display("Current Summon is now %s",Summon);
Label39.Text = String.Format("%s", Summon);
}

function Button27_OnClick(GUIControl *control, MouseButton button)
{
		Summon = "Zangard";
		Display("Current Summon is now %s",Summon);
Label39.Text = String.Format("%s", Summon);
}
#464
Wow I can't believe it was because of the Notes, I would have never thought to look there. Thanks khris, I thought the game was done for.

Also, nah I never had this problem before that's why I wasn't that good at fixing it alone.
#465
Ok, thanks khris.
I'm going to try to look through the game a little more and if I can't fix the problem I'll upload it and PM you the files.
#466


This is how it looks but the problem still occurs.

I noticed (sorry if I already said this) that when removing the event line that after_load becomes the same.
#467
Ok, I will check when I get home. It's funny cause I've been working on this game for a grip now and I have a lot of rooms with that function and it's almost like the game just switched up on me cause how is it possible that I changed the name the function in every room. Even new rooms I try to mak and use the function still messes up.
#468
That line is there and it seem to me that the problem occurs in each room where that line is seen.

It seems when the room load thingy is not in the event field it works fine. but that will have to apply to every room where it is.
#469
No no, see I actually had that function there for a reason and I never deleted anything that had to do with it cause I usually use room_load in a lot of rooms. I thought that if I removed the line in the event list then re-add it, it would make it work but I was wrong. I tried putting the main character in room 2 and the problem happened again and the same goes for any other room. Could it be because of something in another script?
#470
I don't know exactly were it came from in the game so I don't know how to fix it. :\

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.21.1115)

Error: prepare_script: error -18 (no such function in script) trying to run 'room_Load'   (Room 1)

---------------------------
OK   
---------------------------
#471
Thanx peeps :)

@Crimson Wizard: I'm going over all the stuff at real time. The only thing is right now I'm trying to figure out a way to get both games to read what they have to and delete what ever it is right after. I theory, but I have yet to test it out.

@Iceboty: So that's how DS games work, sounds really complicated but possible. Also I'm gonna check out that Linus game.

You know if anyone wants to try the system out I plan to release the templates for both games so hopefully someone could make something different :)
#472
So I a while back I was wondering here and there if it would be possible if AGS can run 2 games at the same time and have them interact with each other on the same computer. While working on one of my online based games the thought grew more and more and with it as usual an ambition to try the idea out. I knew I was already working on Mile's Adventure and a hell of a lot of other things. So, I said the only way I could try this was if I made something simple and not to too complex to make using 2 games at the same time. So when I started I came up with "blue print" in MS paint. It was with this that allowed me to grasp and I idea of what type of game I wanted to make. my first thought was to make a short PMQ tech demo that used a small puzzle part of one of my other games but made it where it would work using two screens. However the idea was scraped and I eventually changed the game to a Shard Hunters tech demo.



Shard Hunters was organically supposed to be a MAGS game but was never finished. It was a simple game but I was already busy with something else so I dropped it cause I thought I wasn't gonna finish it on time.



Cross Window Play System, is the name of the the "new way to play!". Both games runs like any other AGS games but it's the way the play that's different. The way both games interact with each other is the .tmp files made and deleted by 1 or the games. Whether you got a new item or are low on HP, the games will always be interacting. It not that hard to script the everything, it just takes a clear head and a lot of planing. Once you learn how script in AGS and use it's file function stuff then the rest it is just logic.



Something like this would be used by 1 game if a Quit Game button was clicked.

Code: AGS
if (!File.Exists("CrossExit.tmp"))
{
  File *output = File.Open("CrossExit.tmp", eFileWrite);
  output.WriteString("You will die!");
  output.Close();
}


Then this would be used by both games under repeatably_execute.

Code: AGS
File *output = File.Open("CrossExit.tmp",eFileRead);
{
	if (output == null)
  btnAbout.Text = "1";
else {
//  output.WriteString("test string");
  //output.Close();
	File.Delete("CrossExit.tmp");
  QuitGame(0);
}


This would close both games at the same time and delete the CrossExit.tmp file so that it does not mess with the games on their next launch, like closing them as soon as they load up.


Though game was made to test something, would you use this type of play style for 1 of your games? I don't think it's really that much to script but the then again that mostly depends on the type of game your trying to make.
#473
Hum..your right, it's not bad for a first try, thanks.

And I totally see what you mean with the whole direction thingy as it was also said before with my other animating styles. However I sorta like the way it looks, sure it would take sometime to go back fix all the other view but still I think it looks ok :)
#474


I came up with this.
#475
Sorry Progz, I haven't got around to actually making one since I've been really busy but I'ma give a go right now.
#476
I must say this looks really good and I would give it a try one day if you release something of it.
#477
So I was working on this sprite and I wanted to animate it but I'm having a bit of trouble cause I don't know how to successfully draw frame by frame or just at all a good walking view for people or things smaller than my normal sized characters. I really need help and I don't just want to brush the character off. :(

[imgzoom]http://www.pictureshoster.com/files/fv9my3cyu1pvkqoehrmp.png[/imgzoom]

It's not the big one but obviously, rather the small one. I just have so much trouble animating a waling view.
Even if one could make a skeleton for me to draw over that'll be nice cause then I could reuse it again and again.
#479
Hahaha very funny. I was thinking more along the lines of something more serious in story, and easy to make with a lot of people. The first one was ok, the second one with the AGS Kart just died offed slowly if I'm correct. But Maybe one day a third one will be the best one. It could be an adventure game with an explore(like drake from uncharted) but features bits of things discussed in the topic like the radioactive killer bees.

Could imagine setting a trap that released the bees and then having to run and jump to the next platform to get away. Working people who work with different types of games would benefit in this swarm cause someone like mode7 could help with the whole jump/climbing thing cause he did it in Concurrence.
#480
Well the subject pretty much says it all. So what exactly would you like to see?
SMF spam blocked by CleanTalk