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Messages - NiksterG

#41
Ah, hehe, missing bracket. And here I go trying to figure this out, thinking of all the technical stuff, and it's just a missing bracket. Of course.  :-X

As far as not needing a {} block for single command, that's technically true. However, I have found that blocking code like that feels more organized and is easier to edit if future editing is needed. Then again, some people feel that it clutters their code. It's really the scripter's choice.
#42
First of all, what's the problem you're having?

Without any information, I'd guess it is because it only gives the first message, and never shows the second. The reason is because every time you look at the hotspot, you inititate a variable with a value of zero, then check if the value is zero of not. Obviously, it will always be zero.

To fix this, just put the declaration at the top of the room script in stead of in the function.

Also, I think you need to have "else if" instead of just "if" for the second boolean statement.
#43
Not really a suggestion, more of a bug:

I like to have the room editor and room script editor open at the same time so I can toggle back and forth (for getting mouse coordinates, checking exactly where a hotspot begins, etc.)

However, it seems that whenever I test the game after editing the script in the room, the room editor closes and leaves me at the script editor. It kind of annoying to have to open the editor again every time I test the game.
#44
That's because it's non-blocking by default, which means the character is continually flashing on screen. I recommend this code:

Code: ags
if (cEnemy.Walking == false) {
   cEnemy.Walk(Random(Room.Width), Random(Room.Height), eNoBlock, eWalkableAreas);
}


This code will make the enemy move randomly around the screen. If you want the enemy to actually follow the hero, look for the Character.Follow function in the manual.
#45
If the code you have is literally

Code: ags
cBob.Walk (int x, int y, eBlock, eWalkableAreas);


then the int problem is pretty obvious. You can't put "int x" or "int y" right in the function call; you have to replace that with an actual value.

Like everyone else is *strongly* recommending, I think you should read the manual. Maybe take a look at the tutorial.
#46
Quote from: monkey_05_06why the hell is the game pane hiding over there on the left side where I can't see it?!?"

I actually prefer having the tree on my left side. When I first tried out the beta of AGS 3.0, I couldn't stand the pane being on the right side. So the first thing I did was go into the prefences and change it back to the left side.  ::)

The strongest force in the universe is the human resistance to change.  ;D

Nice job Chris. Excellent work.
#47
Ah, got it. I will try that. If anything goes wrong, I'll be sure to let you know.  ;)

I didn't realize there was an X in the corner for closing tabs. I was looking at the tabs themselves for a close button, which IMO is more intuitive. However, I didn't know about the key combinations, which are definitely very helpful. Thanks for that info!

And one last note: I really appreciate how much work Chris is putting into this editor. I think this is the greatest game editor ever made! Keep up the great work, Chris!  8)
#48
Oh, I've got one more question that's been nagging me, but I keep forgetting to ask. When I imported my game from AGS 2.72 to AGS 3.0, this script was added to the top of my global script:

Code: ags

// Automatically converted interaction variables
int IntVar_Global_1 = 0;
export IntVar_Global_1;


Does anyone know what that means? Can I get rid of it without harming my game?
#49
This happens when you simply press file>preferences? I think you may need to re-install AGS or something. I'm (definitely) not an expert on this, but nothing happens when I do that other than the preferences menu comes up. Maybe the file was corrupted during download somehow? What version of AGS are you using?

Edit:
@ Chris: Just a thought, though it should probably go in the 3.01 wishlist: I really like the tabbed scripts and rooms, but find it slightly annoying that I have to right click to close them. How hard would it be to implement an "X" close icon on the side of the tabs, like in Firefox?
#50
I thik you'd have to make fixarm a global variable, like you said. It pretty simple: just take

Code: ags
bool fixarm = false;


and put it at the top of your global script. Then write

Code: ags
export fixarm;


in the global script, and put

Code: ags
import bool fixarm;


at the top of the global script header. That way every script has access to the fixarm variable, including the global and room scripts.
#51
I asked the same thing a while ago. I think it's actually a bug in WMP11. Try using WinAmp or another sound player to play your midis. Or, if you really want to use WMP, maybe an older version will work, like WMP10.
#52
I thought AGS 3.0 is supposed to try to get rid of limits... I think global messages are not used anymore? I'm not sure... confirmation, anyone?
#53
Wow! I'm impressed. Looks really good! It's cool that AGS can be used for more than point and click games. And the movement looks so smooth! Nice job.  ;D
#54
Yes, there is. It's in the main Dialogs page in the manual. Please read this - it's got good information.

To answer your question, in order to play a sound during the dialog, you'll have to do run-script x.

If the sound should be played after every time the player gets an item, you can do that under game settings.
#55
Quote from: Pumaman on Sun 13/01/2008 18:03:33
Quote2) Could we have a "remember outlay" feature? Each time I launch RC4 the tree and settings windows are reset to their default states, and I need to enlarge the tree view a good deal to have all entries visible (You may remember I'm one of those old-fashioned 800x600 users).

As for remembering the window position -- it should remember the position and size of the overall editor window, and the tree defaults to a reasonable width so that you can see a reasonable amount. What's the problem here, exactly?


I think what he means is that when opening AGS, the tree where you can find GUIs, Characters, Views, etc. goes back to the default, where everything is un-extended. I think what he would prefer (and I as well) would be if AGS could remember what was open so that we wouldn't have to click on those tiny plus signs everytime in order to see the subfolders.
#56
Did you try the search feature? I'm sure plenty have asked that before.

Anyway, to answer your question, I think the simplest way to make a main menu is to draw a room with the background being what you want to menu to look like. Any buttons that the user can push should be hotspots that, when clicked on, lead to the appropriate place (intro, load, play, etc.)

I'm not sure what you mean by computer terminal. More detail please?
#57
And one more solution: I had a problem a while ago where I was editing my game and whenever I tested it, I could hear the music, fine, great. Then I opened WMP and listened to other midis I could use for my game, then closed WMP again. After that, midi files refused to play anywhere: my game, online games, whatever.

The problem was that for some reason, whenever WMP plays a midi and then is closed, the synth volume is reduced to zero. The synth volume is what plays midi music, so I was hearing silence. Just open the volume control on your computer and move the bar back to max. The problem should be solved. Until WMP goes again.

Of course, this may just be my old computer  :P
#58
I think the new editor is great. Though it does have a few extra clicks in some places, that really helps the organization, in my opinion.

Just give the editor a chance. After a while, those few little things that bug you at first vanish.
The greatest force in the universe is human resistance to change.  ;)
#59
Just small thing, really doesn't affect anything at all... but I've got to do my part for AGS, however small.  ;D

When you open acwin.exe without a game running, you get this message:


QuoteYou must create and save a game first in the AGS Editor before you can use
this engine.

If you have just downloaded AGS, you are probably running the wrong executable.
Run AGSEDIT.EXE to launch the editor.



However, the correct program to open is actually AGSEditor.exe.

Hehe.  :=
#60
Okay, sorry if this is a noobish question, but what does RC stand for?

Also, does this still count as a beta? I've got a game I want to work on with the new AGS 3.0, but I don't want to risk having it wiped out because of an unknown bug. (With my luck, it'll be something no one has ever encountered before.) Besides, I've been working on this game for a long time.

Thanks in advance!

[EDIT] Ah, never mind. When I opened the editor, it said "release candidate", which I take to mean this is still in beta. Ok, no need to answer this.  :P
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