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Messages - Monsieur OUXX

#2021
could you write the download's version in small prints somewhere? So that we know for sure if we need to re-download it or not. Thanks!
#2022
Hints & Tips / Re: Don't push the button
Mon 03/03/2014 09:33:46
Quote from: Ghost on Sun 02/03/2014 19:06:55
Where do I set them? Don't tell me I have to push a button!

To set the difficulty settings, you have to
Spoiler

not push a button
[close]
#2023
Quote from: Khris on Sun 02/03/2014 19:27:15
What do you get when you check GUI.GetAtScreenXY and GUIControl.GetAtScreenXY?
Those are correct.

But I just found the cause: there was a "DisableInterface" hidden somewhere ;)
Thanks for helping though.
#2024
I have this gui. It's "normal, initially on" (not modal). Inside of it there's a listbox.
When I click on the listbox, the selection doesn't change.

Since I have a shitload of scripts managing gui events, I fail to see what could be "intecepting" the clicks:
- i don't have an on_event
- I don't have a function bound to "on selection change", but by AGS design the graphical gui should still react to the click by changing the selection
- the game is paused, but I've tested AGS' behaviour and it normally doesn't prevent listboxes from reacting to clicks.
- there is no other gui on top of it
- I test mouse.IsButtonDown in repeatedly_execute_always for other reasons, but I doubt that would "consume" the click?


PS (unrelated) : ProcessClick is only for simulating a click in a game scene, not on a gui, right?
#2025
Dammit the test starts in 10 minutes and the download takes about 10 minutes :D *crossing fingers*

EDIT: I stayed online for about 20 minutes, and I didn't experience any kind of crash or bug or glitch. Only the lag was causing characters to slightly teleport sometimes, but that's normal.
A small thing to report : the avatar in black suit (I know from what game he is but the name eludes me right now) has a bunch of pink pixels in his "up" walkcycle.

#2026
Hints & Tips / Re: Don't push the button
Sun 02/03/2014 16:48:12
Quote from: CaptainD on Sun 02/03/2014 09:34:53
Quote from: Stupot+ on Sat 01/03/2014 23:39:24
I've taken the time to write a complete walkthrough.
Spoiler
Run game.
Don't push the button.
Win game.
[close]
You're welcome.

But how long to you have to perform the second action before you win the game? ???

It depends on
Spoiler
your difficulty settings
[close]
#2027
Quote from: Wyz on Tue 25/02/2014 20:15:57
Not yet but I've added a define for the next version.  :-D
Code: ags
#define AGSSOCK


So when do you release it?
#2028
Don't forget that there was an extensive thread in this forum listing all the existing modern point n click engines out there. I'm sure some of them are not listed above.

The thread's name was something like "why isn't there a modern..."
#2029
Quote from: Crimson Wizard on Fri 28/02/2014 12:17:18
it is better to have some kind of "configuration" rule for the game. In the tree of assets we could have another layer per every configuration, possibly inheriting each other, that add, remove or replace assets in the parent layer they inherit.

I understand perfectly what you mean. Did you just come up with that, or do you think this theory has been explained and studied somewhere else before? That might typically be the kind of thing that has a name, and also has some implementations somewhere out there provided you know its name.
#2030
To generalize: I'd say most "full-length" games have at least 50 backgrounds, with an average of 70 to 90.
#2031
Quote from: ediKru on Fri 28/02/2014 09:53:44
By the way: The hamster was sitting helpless in the microwave yesterday, it was slowly breathing and it kept looking at me with his big sad eyes...
Are you saying that someone did finish that animation? :D If yes, so cool!
I've just sent a "microwave exploding" animation to Mister L. I hope nobody did the same animation in the mean time!
#2032
I counted for our project that Fate of Atlantis has around 80 to 90 (  imgur.com/a/jNECF#0  ). I'ma ctually very surprised that DotT has only 50. Fair play to them, it means they densified the puzzles into only few locations.
#2033
is the pleasure given by the game proportional to the number of sprites the game contains? Nope. It's exponential in your case :D
NOW HURRY UP AND FINISH THAT GAME.
PS: sorry I never got to finish the hamster animation. But I was very proud to see that you showcased the microwave on the website 8-)
#2034
thanks mit
#2035
As several people said, sadness is the first feeling here. Thanks a lot for everything you did. I understand what you said about feeling that the task is too big for some unreachable result. But that makes your achievement even bigger: as someone else said, without you we'd still be waiting for AGS 3.3

thanks a lot to the other contributors too -- we don't forget you just because CW is taking a well deserved break. Contributors to the Editor, to the engine, as wel as legendary module and plugins writers.

An idea: couldn't we initiate a transition to a more modern architecture by developing Editor and Engine plugins that would fake AGS' current features, but using the new architecture behind the scenes? Those plugins could be enabled or disabled, in the fashion of hardware-acceleration: "I want to use the old AGS code" or "I want to use the new code". This way, the transition could be done little by little, in 5 to 10 years (let's look far ahead) :) the code would slowly become less relevant as more and more people switch to the new one.
#2036
RESOLVED!

Here is what I did:
1) I re-built all the rooms, as recommended (I don't know if it helped but I'd rather mention it)
2) I closed and re-open AGS.
3) I compiled : the Editor complained that the game is set to start in room 0 (it didn't, before)
4) I opened my cMainCharacter and clicked on "Set as player character"
5) I ran the game and it ran fine.

Hurray!
#2037
Quote from: monkey_05_06 on Thu 27/02/2014 17:14:38
It's probably not recompiling the rooms properly. Have you tried doing a Rebuild all?

I just tried. I really thought that would work, because I noticed that the rooms were not compiled in the same order as before (because of the folders I created), so I thought there was probably a dirty symbol "cMainCharacter" stuck in some chunk of formerly-compiled data...

...But the issue is still there :(
#2038
Quote from: Khris on Thu 27/02/2014 16:42:12
Did you make a backup before rearranging lots of things?

I have a backup, but from one week ago (a lot of things changed since then). I didn't think creating subfolders inside the game would cause issues :(  I could re-do everything Ive done since then, but if anyone has an idea of another possible cause for the issue, I'd be very happy.

EDIT: there must definitely be another cause, most likely a human mistake; I deleted that character and re-created it, the issue persists. Could this error happen if there is a mistake made at some point with SetAsPlayer, or if the character is not in the current room, etc.?

#2039
I had my game working fine.
Then I decided to tidy up my gazillion Editor folders and started moving assets around inside the game Editor: subfolders, etc.
Now I run my game and I get this : "script link failed: runtime error: unresolved import 'cMainCharacter'.

cMainCharacter is my main character in the game. It's character 0. It's still here, I can open it and view it.
Moreover, I believe character aliases are global (by AGS design). So I fail to see how it could not be imported somewhere.

Could AGS be complaining that this character is unknown to a specific script? Or is it complaining that the character doesn't exist altogether? I hope I didn't corrupt my game.


#2040
Dang.
In the future it might be interesting to have them stored relative (to keep some sort of linking with the graphical files outside the game's folder while still being able to move or backup everything together at once. That would come handy for collaborative development)
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