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Messages - Lt. Smash

#181
Quote from: Pumaman on Wed 21/05/2008 19:35:35
Quote
QuoteWhen I use an animated cursor the x and y locations of the cursor's hotspot set in the editor aren't used. I set them to 7,7 but ingame they are 0,0. I had to use the script commands for setting cursors hotspots to get them to 7,7.

it also seems that an animated wait cursor isn't animated in-game.

I am unable to replicate either of these things -- I made both my Wait and Walk cursors into animated cursors with its hotspot at (5,14) and they both animated correctly and the hotspot seemed to be correct.

Can you upload something that demonstrates the problem?

LT Smash / Gold Dragon: can you please reply and confirm whether this is actually a problem or not?

it seems I had some code setting the cursors sprite. It works now.
#182
it would be awesome to be able to set coordinates of where to start with the scaling of characters (and objects?) and where to end.
So if MaxScalingLevel X:10 Y:10 and MinScalingLevel X:100 Y:120 the char would get smaller if he walks to the lower right corner.
#183
It seems I've found a little bug:
When I use an animated cursor the x and y locations of the cursor's hotspot set in the editor aren't used. I set them to 7,7 but ingame they are 0,0. I had to use the script commands for setting cursors hotspots to get them to 7,7.

[edit] it also seems that an animated wait cursor isn't animated in-game.
#184
What I would really need is the possibility to change hotspots and objects names (description as it is called in the editor) via script commands.
If I want to make a dark room like it was in the archeological excavation of Indy FoA, I have to create two/three objects overlapping. One with the name 'metal thing'. The next one would be 'light switch?' and the last one, after I switch the light on, would be 'light switch' (without question mark).
See how much easier it would be to just use one line of code like object.Name='light switch'?

Would be nice to see that implemented in the next version.
#185
@CJ: It seems that only online users can use the search function. Could you please fix that?
#186
Quote from: SSH on Wed 02/04/2008 13:24:18
I really can't see what you mean, myself. Perhaps you can try explaining again?
The pixels that are less one pixel tall are transparent on the object.
It seems to be like that:


another little displaying problem:
some letters look like:

but ingame they are normal/correct. It's a ttf font.
#187
Quote from: Pumaman on Tue 01/04/2008 23:44:40
QuoteI found a little display problem in the zoom function: when I change to view objects they are drawn a bit off and stretched/squeezed.

I can't replicate this -- could you provide a screenshot that demonstrates the problem? Also, what resolution is your room where this happens?

here:

the above picture is a screenshot of using the zoom tool.
Note the red marked regions, there you can easily see squeezed pixels.
The other picture is how it should like.
Ignore the black line.
The room is 320x200.
The problem occours with objects and a zoom level higher than 2x.

[edit]
I found out that I had these pixels transparent.
Then the problem should be that the whole object moves one pixel (of the displays resolution) down or up(?) when using zooms higher than 2x.
#188
I found a little display problem in the zoom function: when I change to view objects they are drawn a bit off and stretched/squeezed.
#189
suggestion:
A nice feature would be to change the game language in-game. Maybe Game.Translation=String TranslationName;.
We would not need to use to the WinSetup.exe and it would look more professional to change the language from english to spain in the options menu of a game.

In the editor: Right click on a translation: Edit in default text editor. Or possibility to edit it in the editor itself.

What would also be nice: Game.Windowed=true/false; Game.GraphicsFilter=2xNN,3xNN,Hq2x,Hq3x; Game.ForceLetterboxRes=true/false;
These are things that are implemented in ScummVM and would be nice to have in AGS.
#190
Hey guys!

I keep getting an error message when calling ScrollingDialog.Start:

-------------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 3.01.1012)

Error: run_text_script1: error -6 running function 'on_key_press':
Error: call stack overflow, recursive call problem?
in "ScrollingDialog_2_0_BETA_1.asc", line 102
from "ScrollingDialog_2_0_BETA_1.asc", line 107
from "ScrollingDialog_2_0_BETA_1.asc", line 114
from "ScrollingDialog_2_0_BETA_1.asc", line 459
from "ScrollingDialog_2_0_BETA_1.asc", line 514
from "ScrollingDialog_2_0_BETA_1.asc", line 554
-------------------------------

Does anybody now how to solve it?

And here is a suggestion for the module: I think it would be nice to be able to support bullets (in the form of buttons) for the available dialog options.

ps I know this thread is quite old but I don't wanted to start a new thread. I think it suits in here better.
#191
Quote from: Pumaman on Thu 06/03/2008 20:04:14
What error were you getting originally? If "name" is a String, and "Tmode[mode].name" is a char[200], then you should be able to use StrCopy without a problem.
Originally there was no problem. The error only occoured when I check "enforce new-style strings". Because I have a mix of old and new style functions, I want to make all to be new-style.

#192
I actually was looking for a solution without changing the char array but since there is no easy way for that, I will keep that String.
Many thanks!
#193
Hi,
I have this line inside a function:
Code: ags
StrCopy(Tmode[mode].name, name);

and I want to convert it to new style-strings

name is String.
Tmode[mode].name is a char array. Exactly:
Code: ags
char name[200];


Code: ags
Tmode[mode].name=name;
doesn't work. Error: "cannot assign to cursormode::name". I don't know what I typed but one time I got: "cannot convert char* to String*"

so my question is: How can I translate this old code into new one?
Hope someone can help me.

ps: this is code from the foa-template and I'm using AGS 3.0.1.29.
#194
Suggestion:
Imagine you have a game with about 40 lines of old, not supported code. You want to compile it. It can't compile cause of compiling errors. It just shows the first one. You solve that-> compile the game->error: string no longer supported. etc.etc.

The suggestion is that all compiling errors are listed at once so you can solve them all and compile the game. At the moment you always have to compile to find out that the next line has wrong code.
This suggestion implemented would save lot of time, I think.

[edit]example: you have 25 StrCopy functions and enforce new-style strings. You compile-> 1st StrCopy error. You solve the problem and compile the game. -> 2nd StrCopy error. You solve.......etc. Errors that are caused by these errors can of course only be found after recompiling(after solving the errors).
#195
Quote from: monkey_05_06 on Wed 05/03/2008 01:14:39
Quote from: Lt. Smash on Mon 03/03/2008 22:19:11- ability to save rooms(-scripts) also when having compiling errors.

The 'Save room' option doesn't work if there are compile errors? AFAIK you should be able to save the game even in instances where it won't compile properly.

I can save the whole game. But when I create a new room and want to save it or when I try to compile the game the error message appears. It's the same as here sadistyk and rui have.
I don't know what the problem is. Tell me please if you know.
I imported some guis and the global script from another game.
I think in the error message should be written where the problem is and how it can be solved.
#196
Here are some suggestions I got using ags 3.0.1beta3:

- a sprite preview window
- proberty window: ability to change the sprite slot number
- import multiple sprites: ability to set transparency (like in "Import new sprite from file")
- export sprite to file: ability to choose bit-depth of the created file (gif, png,...)
- property window and work space should be updated when I single-click an entry in the project tree (ne need to double-click)
    In general I think there shouldn't always popup a new tab when click on smth in the prj tree. Maybe its more handy to make it more the Firefox-way.
- property window: width should be above height (no entries between - I know it is sorted alphabetical but that doesn't suit)
- ability to use normal scripting code in dialogs
- sound and music import
- ability to save rooms(-scripts) also when having compiling errors.
- ability to open translation-files within the editor. Just without syntax highlighting.
- and I think there are some options (property window) which are [outdated] because there is less use for them and they were for people who used the ie-editor. f.e. characters blinking view - I don't see the use for that. It just confuse people. You can easily create a view for a blinking char. Is there really need for an extra option?

Finally one question:  How do I import plugins?

I hope you can realise some of these suggestions

LtSm

EDIT:
- possibiliy to change transparent color of a sprite also when its already imported.
- ability to open more than one window (like having sprite manager and guis opened at once)

When I get more suggestions I will create a new post.
#197
If CJ could change the walkable areas, hotspots, regions to the box matrix SCUMM used, then there could be (nearly) infinite.
It works with simple trapezoids.
You create them, combine them. They can overlap and be as large as you want them. Also 1px thick ones would be available.
#198
Quote from: Pumaman on Fri 29/02/2008 21:12:56
There's no reason that the setup options couldn't be available for use in-game, but the main reason for having an external setup application has already been mentioned -- imagine this situation:

You create your fancy in-game setup options dialog. Mrs Player downloads your game, starts it up, and changes the resolution to 640x400 using your GUI. It turns out her monitor doesn't support that resolution, so now whenever she tries to start the game, she gets an error. She can't go into Setup to correct this error, because it's inside the game. End of story.

yes but there could be an array (system.SupportedResolutions) or something else. Then check in-game what resolutions are available and just show these ones. And in case of emergency you could use the external setup.
#199
hmm what about implementing a Frame Editor?

I could imagine that it would be useful.
#200
maybe you let the piece of wall there and just remove the part of the pillar

cause otherwise we maybe don't have enough things to collapse after the explosion and I also liked that part of wall.



ps: before the question turns up. I'm that guy who's working with Jens.
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