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Messages - Olleh19

#201
Quote from: Khris on Wed 26/02/2020 17:06:19
As far as I know, when the engine tries to call a linked function which doesn't exist, you'll get a runtime error.

So a "dead" button means that either the function is written in a way that doesn't appear to do anything, or it's empty (or you aren't actually clicking the button because the mouse cursor hotspot was displaced or something; I assume the button's mousedown image appears when you click?)

The ellipse button not jumping to the function is something that happened to me once IIRC when I was working with a really long global script. Thousands of lines, and jumping to the function wouldn't work for functions way down near the end.

What you explain at the end is exactly it, but yeah i've solved it anyhow using the import export gui solution
#202
Quote from: TheManInBoots on Wed 26/02/2020 16:30:38
Quote from: Olleh19 on Wed 26/02/2020 16:14:39
I'm unsure what to answer.

If i type in the function in the script (btnSave_Click (GUIControl *control, MouseButton button)


And to the left of the ellipse button you also have written btnSave_Click, the same thing?

I've tried all those things, yes. Solved it again just exporting the gui's from a working template and there it goes. It's so strange. But no idea spending more thoughts about it. I guess going from one version of the engine to another messes things up.
#203
I'm unsure what to answer.

If i type in the function in the script (btnSave_Click (GUIControl *control, MouseButton button)

as per your example, i try a simple "display (");".

Still no success. But then you do a export of gui from a working thumbleweed 3.5 project (just tried it, and just like before, it works).
I really wished i could understand why that is making the button interact with it's code, doing it manually (sometimes with gui's obviously doesnt work) i've done it manually countless of times and had it work (not with most gui's)
#204
So i tried to open my project from Ags 2.4.1 in Ags 3.5.0 (Thumbleweed Template).
And a lot of things had obviously changed, so i could not run it. I began copy pasting over scripts re-naming stuff, etc, and finally got the game running again.
However the option buttons are dead, save load, quit, default, resume.

So i went into the actual Gui-Options and clicked the elipse button and "onclick" seems active, so i go into it. To my surprise (or maybe not). It does not jump to any particular code.
And i think that is the issue.  I've run into it before.
it turns out this is exactly the problem i had before with Gui's, simply the elipse button just won't ignite it's code, no matter if you write it in manually, or not.
I wonder if it is possible to solve much more simplier then having to *open a thumbleweed template and export all guis, import into my project*


Edit: Or it's something else, but i'm quite sure i've imported the script parts that are "new" for 3.5
#205
A little bit embarassed  :-[ (roll)
I have been using 3.4.1 for a longwhile now, tried 3.5.0 just now. Got it downloaded before. The lag when selecting all sprites (270+ sprites) is gone, but no ctrl+a to be seen (to select all sprites in the window, to be clear what i'm asking for). I guess it's just a minor thing, but it would definately be nice to have. I use ctrl+a a lot in editing overall in other programs, when you have 270+ sprites, it's kinda handy to avoid having to scroll down in the window and hold shift/mouse clicking, but on the otherhand i know i'm in the extreme sprite range (it's not like it sounds!!). It's for the timing of things. The animation needs to go faster at someplaces and slower at others, and therefor i'd figured it's just easier to recreate that feel inside of photoshop directly by duplicating some frames, and so on so forth!

#206
Yeah, inside the editor when i import my gigantic sprite custom animations, i can't use ctrl+a (to select everything) and have to drag down with the mouse and select everything if i want to make changes to the sprites (which basically happens all the time  (laugh))
it also lags like crazy when selecting huge amounts of sprites for unknown reason. Even tho my setup is kinda old 9years, it's still an i7 with 8gbs of ram, i doubt it should really "lag", it's just something that can probably be fixed(?).

Edit: I haven't tried the absolut latest revision so MY BAD if this already has been fixed. Just delete the thread if that's the case. Thanks!


#207
It does have some weird backwards movement to it also, but the motion looks very smooth and nice, look at reference images.
Quote some famous (dont know who animator). Animation is the study of motion.
#208
Animation takes time and patience and passion! Your sprite work for the bugs are very good.
Tip: google bugs and study how they move and try to translate to pixels.
Forexample when i tried to make a complex animation for a character in my game i googled a sport, that reminds me of that type of pose, and draw from that as inspiration.
Good luck with your game!
#209
Quote from: TheManInBoots on Sun 09/02/2020 13:47:28
Olleh bx83 mentioned before that they are.

Also when the character does not walk, the animation transition goes seemlessly as you can see in the second video.

Aha, but it's two different animations tho ??? a side animation when it doesn't work, and the front pickup version when it does work. Still a change it could be off in the cutting, if  it's been done manually (in the ags editor).
Would be interesting to see if it works for anybody else. If he could share the actual animations only so one can import and try. (roll)
#210
Maybe a dumb question, but are you 100% sure the sprite images are cut exactly the same?
I know i did that mistake in the beginning, that's why i never cut images inside the actual AGS editor anymore, i just import it "correctly" from photoshop directly.
Just a food for thought.

Edit: What i mean is, is the pickup animation the same as the walking animation in height/width pixels and placementwise?
#211
Ahh! Yes ofc! I remember now, that .animating syntax, i forgot that, thank god for the beginner technical questions! (laugh) 
Thanks Crimson!
#212
I'm not sure the subject description is understandable enough.
Let's say i have a custom animation with 70 frames, and at frame 60 it needs to trigger another object or animation of another character/object (i'm not sure yet, depends how much effort i wanna put into this).

How would i do that in script?

Thanks!

#213
My advice is to not show anything to the internet, or your friends. Cause chances are they are jealous and say it sucks cause they can't do what you do.
Stick to your guts and do your stuff the way you want it!
#214
FL Studio 11, they started changing so much in the later versions.
It's great you have a piano roll you program your stuff in then you throw it out in a playlist as a block of squares, then you have tools where you can cut and paste those squares around if you need too.
I think it's very easy to learn the basics in that program.
#215
Hahaha headbangers heaven  (laugh)

I have to play this! When?  :shocked:
#216
Quote from: Khris on Thu 31/10/2019 11:05:18
To be clear: there is no scanf equivalent where you can put  %d  and the like inside a string.
Looking at the code you posted, just remove line 9 entirely and you should be good to go:

Code: ags
  String ageString = Game.InputBox("What is your age?");
  int age = ageString.AsInt;


For stuff like combination locks you can use the  Chars[] array to look at a string's individual characters.

Best look at the String section of the manual to see what AGS supports; AGScript was built based on C but imo trying to apply C beginner's lessons to it is doomed to fail (as this thread demonstrates ;))

AHA!, interesting, ofc. Makes sense now, how lovely! :grin: Thanks ever so much Khris!  :)
#217
Looks very promising Laura! I would have guessed it was "pixelshuh" who did the art if i didn't know, similar style :)
#218
AGS Games in Production / Re: Future Flashback
Wed 30/10/2019 23:50:49
How is this project coming along, is it following the schedule release? I'm looking for a new retro/cyberpunkish adventure game to play.  (laugh)
#219
Quote from: eri0o on Wed 30/10/2019 23:00:52
You are attributing an empty string to text1. It's better to call text1 something like ageAsString, instead, to give proper semantic meaning to it.

You also have one more opening "{" then needed (and an extra opposing one at the end

True thanks! It was because i copy pasted from a notepad i had saved on my desktop right into the ags function. I saved some of the tutorial things i went over from tutorials in a textfile called "needs to learn for ags later", that later is now!  (laugh)

What i would like to see happen (in the future) is perhaps when using a gui, that if pushing one button on the gui it would use the "scanf" function, to get the result of something else then a "typed in number" with the game.box input, perhaps a combination for lock, or a apartment call. Where if 4 digits are typed one scanf happen, four other leads to another, etc. But these things are still way above my head. I'm just happy i got my head around if/if else (not in this case tho!) but in general. And bools.  :) but for practice it would be cool to see how it scans thru this age example. Edit: I updated with your advice (i think).
#220
Thanks Khris, however the beginner in me cannot get the "scanf" to function properly. Because i can't get where i should put the %d or &age or whatever "syntax" is needed.

Code: ags
function room_AfterFadeIn()
{

 
 
 String ageAsString = Game.InputBox("What is your age?"); //i tried adding %d, &age just get's errors.

 int age;
 ageAsString ="*insert something"; //is this where the scanf d% should go in maybe? I'm confused.
 age = ageAsString.AsInt;



 if (age > 18)

{
     Display("The age is greater then 18");
}
 if (age == 18)

{
     Display("the age is equal to 18");
}
 if (age < 18 )

{
     Display("the age is less then 18");

}
}
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