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Messages - Olleh19

#121
It was by accident that i run into it. I'm guessing it has to do with my attempt at a titlescreen.
Am i missing something when i just make the Goptions.Visible=true ?

Using the Thumbleweed Template.


I'm guessing that is what makes it crash, i have tried to take away bits of the code's like tweens and such, but what's bothering me is that it crashes and blaims the repeatedly_execute: Error: Null string referenced

Edit: However it goes to repeatedly_execute in the optionsscript i believe, where it shows save synthax, that i am completely clueless about.


Edited:

The line that's hightlighted is  SaveGameSlot(customSaveData.saveSlotId, customSaveData.saveSlotString);

Code: ags
/ Remember when the game was started
function game_start()
{
  TimeCount.GameStart();
#ifdef SCRIPT_API_v3507
  ScreenWidth = Screen.Width;
  ScreenHeight = Screen.Height;
#endif
#ifndef SCRIPT_API_v3507
  ScreenWidth = System.ScreenWidth;
  ScreenHeight = System.ScreenHeight;
#endif
}

// workaround to take a savegame screenshot without the gui
function repeatedly_execute() 
{
  TimeCount.RepExec();
  if (customSaveData.save_scheduled) {
    SaveGameSlot(customSaveData.saveSlotId, customSaveData.saveSlotString);
    customSaveData.saveSlotId = 0;
    customSaveData.saveSlotString = "";       
    customSaveData.save_scheduled = false;
  } 
}


#endif

#ifndef __VERB_GUI_MODULE__ //A dependency is missing
  #error Missing module 'OptionGui'
#endif



#122
Quote from: Crimson Wizard on Wed 07/10/2020 19:22:24
Quote from: Olleh19 on Wed 07/10/2020 19:13:17
Error: Unable to create local script: Runtime error: unresolved import 'Object::Animate'6'

This is not an android error, but may mean that game was compiled with newer editor than the engine is.

The latest APK (at this date) should be on this page: https://www.adventuregamestudio.co.uk/forums/index.php?topic=58466.0

Thank you very much!
#123
Quote from: Crimson Wizard on Wed 07/10/2020 18:48:21
Quote from: Olleh19 on Wed 07/10/2020 18:18:42
OK, I OPEN AGS launcher, i see "windows" THEN i click windows and now i get  Error: "ERROR: Unable to find game data files

Sorry, but could you double check that this is the error message? I need exact wording to find it in the engine.

Also, where did you download AGS Launcher APK from?


E: Building your own APK is also possible, but that's done completely differently.

Thanks for your replies. By accident i thought i would visit ags homepage and download a new launcher, turns out there was a new one released just recently.
It's working fine now on S7 phone. Maybe write in the new thread to ALWAYS use the LATEST version of the launcher.

HOWEVER in my s6 phone it crashes with the same apk latest launcher! If you want the error message for that here is that error:

I click the language i want in my game and then it crashes cause of a object animation. This is the exact message (same game but different phone).

Error: Unable to create local script: Runtime error: unresolved import 'Object::Animate'6'
#124
Quote from: Crimson Wizard on Wed 07/10/2020 18:36:22
game.agf - this is your game project file for the AGS editor, you do not need to distribute it.

This whole thread is a great mess, and should be locked and reopened with up to date information. I could perhaps do this after I deal with current issues.

I dont think this has anything to do with device model, it's probably that Launcher program has some inconveniencies.
I keep forgetting what the game file should be named to make this work, I must test this with emulator first.

You did see that i tried rename the file right? So that did not work, unfortunaly. I tried with the exe left in the folder, and without. Same outcome.

And YES you are absolutely right. I Wanted to try to build a APK turns out all this does is "play the game on the phone" which is FINE by me. I want to be able to TRY it, but i also would like to try and BUILD a game that works as an APK.
Such information would be REALLY cool to find on here, if there is such information.
#125
Quote from: Crimson Wizard on Wed 07/10/2020 18:14:46
Quote from: Olleh19 on Wed 07/10/2020 16:54:50
Maybe i am missing something..I have installed the Ags apk that gives me the bluecup icon, i enter in that app...and now i've fixed the directory, so the games show up, and now data error shows up. That's all i've done so far.

I'd like to clarify: you see the game selection in the app launcher, but when you try to start any game, there's error, is this correct? Could you tell what exactly error is again?

Edit: I've used AGS 3.5.0 for the game, if that is an issue and it does not work, i am sorry. I haven't read 46 pages!

OK, I OPEN AGS launcher, i see "windows" THEN i click windows and now i get  Error: "ERROR: Unable to find game data files

IN WINDOWS the files are as following:


Acsetup.cfg

audio.vox

game.agf

max fury.exe

swedish.tra

winsetup.exe


I am loading my S6 phone so i will get back with you, if it is just the phone that has issue. If so i'll let you aware of it's exact model. Since it may be some setting inside the OS of the phone. I do NOT have a custom OS. However i do believe the previous owner have played with custom OS. If that matters, i do not know. But i've updated and downloaded the original OS for the phone model.

#126
Maybe it's important to say. Samsung Galaxy S7, i am going to bring up my old S6 see if i get it running there. As if s7 isn't old, but yeah you understand what i mean.........
#127
Quote from: eri0o on Wed 07/10/2020 17:52:37
Not sure if the case, but make sure that read and write access is given in App Permissions

Spoiler
[close]

Yes, that is clicked on yes.
#128
Quote from: eri0o on Wed 07/10/2020 03:33:12
I think Android uses the word SDCARD to define it's internal memory that you have write access

1. If you are using the Launcher that is released along with ags, the folder it looks into is configurable in it. You should access the menu on top right (three vertical dots), then click in Select Game Folder and type the folder. The address you need to type here is unfortunately manufactures dependent, so I will show what's the folder I configured in my phone.

Spoiler
[close]

2. A modal dialog should pop up and you can type the folder name. Mine is /storage/emulated/0/ags .

Spoiler
[close]

3. Make sure this folder does exist in your phone, use your favorite file explorer (I am using the default one from Samsung).

In my phone, using the file explorer, the same folder is named differently, Internal Storage > ags

Spoiler
[close]

4. In this folder, you just create one folder for each game with their .exe or .ags games and all their needed .vox or other files in this same directory.

Spoiler
[close]


Unfortunaly this is not enough Eri0o. Now i get a "Unable to find game data". At least i'm one step closer! I've renamed the exe, is it still the way to go or should the game exe work just fine as it is?
Like the internet joke goes "instructions unclear" and then some silly line  (laugh)

Files look like this in my game folder in the ags folder.

Ags/max/

ac2game.dat, OR max.exe (neither have worked, so far).

acsetup.cfg           (tried deleting it, didn't change a thing),

audio.vox,


winsetup.exe

Swedish.tra

Edit: Turns out i've managed to change from Internal Storage to SDCard now, but still no success. The games show up, but data error. Same outcome.

Edit2: Shit, i just realised i'm transfering the files via windows/usb cable maybe that fucks it up. I have to try dropbox or online service. !

Edit3: Edit2, no difference. :(

Edit4: Added game.ags, no difference


Maybe i am missing something..I have installed the Ags apk that gives me the bluecup icon, i enter in that app...and now i've fixed the directory, so the games show up, and now data error shows up. That's all i've done so far.

I think i must be missing something obvious

#129
Quote
Personally I would only use the OS vendor's anti-virus, or one that isn't desperate for your time or money, although running programs from the Internet without knowing what they do will always have an inherent risk.



Exactly. I've turned off windows security warning me about the file not being safe (ags games). Everytime i had to push f5 to test my own game i got the warning. It got so annoying fast, i had to turn such notices off. If there actually was a virus, at least my computer have been running for 10years and still counting. (laugh) (nod).
#130
Quote from: Cassiebsg on Mon 05/10/2020 21:02:05
QuoteMost participants don't vote for their own game, but there is no rule about it.

It's an unwritten rule...  ;)

I was about to vote on my own game, he he he. Cause it's too difficult for everybody, so i need to vote a little so i at least get some vote! (laugh) (laugh) (laugh) (laugh)
#131
What does the voting say about participants. Say i wanted to vote on the My Fathers Secret, am i allowed to even vote?
(laugh)
#132
Problem: I need to add a "new language" to the template, but it's not letting me 100%

The script must have been changed, acording to another more skilled member of this forum, there is no function called when i attempt Verbs.SetActionButtons


EDIT: Looking at the documentation i could change it to German, since german use Ã...Ã,,Ö as Swedish. It's totally possible to re-draw all the sprites.
Unless someone can tell me how to add the Swedish one, which would be really nice ofc, since germans most likely would like to have it translated to their language.
Anyone?

Edit: Using the Manual you can get "almost" in Goal.  Duplicate a Language's code in various "else if" statements in the verbGui script, and change it to your new language. Then go when pushing the change language button, you add this code pretty much from the Manual, change the numbers to match your sprites, and add
in the translation file SE (for Swedish), the short of my "new language" in the template.

Code: ags
Game.ChangeTranslation("Swedish");
Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangSE;
Verbs.LocalizeActionButton(eLangSE, eGA_Open, 485, 486, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_Close, 487, 488, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_GiveTo, 489, 490, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_Push, 491, 492, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_Pull, 493, 494, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_Use, 495, 496, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_PickUp, 497, 498, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_LookAt, 499, 500, 's');
Verbs.LocalizeActionButton(eLangSE, eGA_TalkTo, 501, 502, 's');


HOWEVER, big danger here. Since something is off, you cannot take away the Language choice at startup. Simply cause then the verbs will NOT show up on screen at all, if you restart the game.

If anybody knows how to get the chosen languages verbs on screen next time you start the game (without the language selection Gui popup everytime entering the game). Please Shine in!

Or even better if anybody has the template creators contact info ask him to come into the forum and help me implement the Language into the template correctly. Cause this is just a temporary solution.
You don't want the player to have to choose language everytime they start up the game!

#133
Dumb question, do you need a SD card, or can you reset the directory? i have tried, but i've failed "main storage" "internal storage" etc, hope you understand my question.
I have a samsung galaxy s7 if anybody knows the correct path /if it works, then please let me know.

I could save a couple of bucks not buying a SD card then! (laugh)
#134
Quote from: ndekaise on Mon 05/10/2020 15:32:04
Quote from: Olleh19 on Mon 05/10/2020 15:29:09
Have you tried  mouse.Visible=true;

?

Thanks for your answer, yeah I thought of that, but where to put it ? When i user Dialog.Start(); the game is blocked and the next instructions will not be executed until the dialog ends

i think you can do a couple of spaces in the dialog and write it inside the actual dialog just before he says the first line or she.

Code: ags
// Dialog script file
@S  // Dialog startup entry point
return
@1
   mouse.Visible=true;
Hologram: Greetings to you too.
return

@2
Hologram: I am you. From the past.
Hologram: As a hologram.
Roger: Cool. How did that happen?
Hologram: Please don't ask.
Option-On 3
return

@3
Hologram: This is hardly a demo game. You may decide it and make a proper game about it.
Option-Off 3
return

@4
  if (!player.HasInventory(iKeyCard)) {
Hologram: Now that you remind me. There is something I need to tell you.
Roger: And that is?
Hologram: Take a closer look at your cup.
    if (!player.HasInventory(iCup) && !player.HasInventory(iCupEmpty) ){
Hologram: Oh, you didn't pick it up from the first room.
Hologram: Let me teleport it to your pocket then.
    player.AddInventory(iCup);
Roger: Ouch. Please do not teleport stuff in my pockets again.
    }
  }
  else {
Hologram: You already have the keycard. Just use it on the door.
Roger: Thanks.

  }
return

@5
Hologram: See you around.
stop
 


#135
Quote from: ndekaise on Mon 05/10/2020 15:23:28
Hi all !

I'm still testing AGS and when a dialog start, the mouse pointer disappear, but the mouse is still active because I can select dialog options with it.
How can I make it visible during dialog choices ?

Thanks !

Have you tried  mouse.Visible=true;

?
#136
So, i have done my first slightly unfinished (animations not in place) Demo game Max Fury, have you lovely Moderators (I'm not kissing ass here). Played the demo? I Surely hope so!  :) and finished it! Because then you will see, what i'm talking about
In that DEMO i used the view to animate A LOT of things, AND it would have been SO MUCH EASIER, if i could have choosen ONE SINGLE FRAME where the sound is placed and KEEPS PLAYING, and DO NOT CUT OFF. SO feature REQUEST is.

CUTOFF SOUND, true or FALSE. It will be a KILLER feature(!). Thank me later, you can send flower to my home, and so on so forth.

Why you may ask, ok in my game, i had to go into audacity insert SILENCE and try to LINE UP the sound so it matches "almost" with the frames, SIMPLY cause i could NOT do it any OTHER way. The frames destroys the sound! Imagine how much EASIER it could be to sync a sound if you can put it ON the specific animation SOUND, just like you do with FOOTSTEPS, forexample. But the footsteps don't get cutoff cause they are SHORT in wave length.

Feature Request number two.

WHEN using the views sound, SAY i wanted to use the SAME SOUND on ALL FRAMES. I did that in my game, when i animated HUGE typewriting letters on the Screen, and i wasn't really in the need of different typewriter sounds, i thought one sound IS ENOUGH. However now i had to on EVERY SINGLE frame click in the SAME SOUND. It would be VERY NICE to just be able to chose a frame and duplicate the sound of that particular FRAME.

SO my suggestion is something along the lines of PHOTOSHOPS feature called PROPAGATE.
PROPAGATE SOUND, default value of course is FALSE, because Photoshop clearly didn't learn that lesson, but it can have it's usages! And if the player wants the sound to be repeated in all frames then YES.

THANK YOU VERY MUCH, YOURS TRULY /OLLEH, or as my real name is Andreas. Why i'm Olleh i might explain sometime in the future  (laugh)


Edit: I've thought about this more. I KNOW that there's a code where you can have an ACTION at a "exact frame", but OKAY. Then if i want a certain sound for each frame. Imagine the codeblock if i have 300 different sprites.

Is it more clear now? I hope so!

#137
Yupp, would be good actually, maybe it's hard to implement, i don't know!
#138
Quote from: Crimson Wizard on Sun 04/10/2020 13:45:39
Quote from: Olleh19 on Sun 04/10/2020 13:41:18
Thing is, it's automatically loading Swedish now after i deleted the English translation file, i got REALLY confused!

Maybe that's because it saved last translation setting. Try checking winsetup, or deleting user config file (in game saves folder).

just putting Game.ChangeTranslation (""); in the game_start() changed it back, it was all i needed. i tried game.Changetranslation ("default"); or such, with no success.
#139
Thing is, it's automatically loading Swedish now after i deleted the English translation file, i got REALLY confused!
But as you say, i can clearly see ofc that all the english language is sill in the script.

Thanks!
#140
Ok guys, i've changed my mind. My aunt, my whole family wants to try my game, and then the pressure is immense on me. The animations everything must look good. So i am working on my original MAGS entry and will update it regularly on the page. So please follow the journey if you want, and once that's done Episode 2 or whatever you wanna call it will be worked on.

Good luck to all you other guys that try, i hope you understand. I really want to make the game as "Thumbleweed" as possible, and that does take a long time, both the programming and the animations, i dont feel like doing another "attempt" when i know i will most likely fail. It's hard work, but i love doing it. I will just take the time it takes instead. It was a good experience with MAGS for sure, maybe i will join in later at another time, when i've got my workflow up more, more used to the engine, and so on.

Edit: Actually NO, let's keep the mags entry on my page as it is, and i will release it when it's done as a new game entry instead.

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