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Messages - Peegee

#21
Hello, thank you for your reply
Of course, I trigger the animation following "IsTimerExpired", I know, I have already made a whole game (Gobliiins5).

However, I do not understand much about this code:
AfterEvery(int after, int every
 return (frames - gs * after) % (gs * every) == 0;

What's gs ? I never used that stuff.

What is AfterEvery ? A variable? I put where the animation? I did not find an explanation in the manual.
#22
Hello, yes, it does change something.
If I put the normal timer
Code: ags
SetTimer(1, 500);
...the character plays its animation in loop, although I put eOnce.
If I put
Code: ags
 
SetTimer (7, GetGameSpeed()*5);
He plays the anim only once but how to revive it only after a while? I don't really understand what this order does.
It also doesn't change the problem that I can't run another anim from another character in a row because of eNoBlock.
 
#23
Hello, I can not launch animations in the background effectively. The eNoblock function allows to keep the hand while an anim turns but also allows to launch the next anim at the same time, which must be problematic. For example, following a timer, I want to launch two animations in a row, two characters, but it does not launch the second, even if I put a timer per person.

How to best manage background animations?
 
#24
Advanced Technical Forum / Re: Save F5/F7
Sun 03/12/2023 10:36:50
Ok, thanks, I think I'll go for this solution.   PG
#25
Advanced Technical Forum / Re: Save F5/F7
Fri 01/12/2023 16:01:26
"Display", yes, but it's a very ugly display... How to put only the text in transparent, and not necessarily in the middle?
#26
Advanced Technical Forum / Re: Save F5/F7
Fri 01/12/2023 14:26:39
I found a simple solution:

SaveGameSlot(1, "save game");
RestoreGameSlot(1);

Only remains to find how to display a reminder on the screen "Game saved".
#27
Advanced Technical Forum / Save F5/F7
Fri 01/12/2023 08:28:50
Hello, I would like to make a simplified backup.

There is by default the F5 key that leads to a GUI, but I want to avoid it going through there. I would just like it to save directly, on one location, with just a reminder on the game screen "Saved Game". And that it loads directly when we press F7.

Anyone know how to do that?
#28
Hello, thank you for your answer.

I tested the User files, without result.

Indeed, it seems that the file would have been opened in version 3.5.1, version of AGS that I did not have...
I downloaded it tonight and it worked.

So for my new project, Gobliins6, I'm going to AGS 3.6.0. But for my finished project, Gobliiins5, I prefer to stay on the 5, if I make a version, you never know. Because using the file of my new game with AGS 3.6.0, I immediately had small problems with the text, the é was replaced by a ?... Weird... Apparently it got back on its own, but not in the character names, I have to check everything. Thank you PG
#29
Hello, I reformatted my system, reinstalled my version of AGS (3.5.0), but my AGS files no longer work. For the next project, I switched to version 6. It seems to work pretty much, a few small problems. But for my old project, it's annoying not to be able to restart it in its basic version.
He said:

Unable to read the user preference file. You may lose some of your Preferences settings and may not be able to access source control.
 
The error was: This game's user data file is from version 3.5.1.17 of AGS or an unsupported beta version. Please check the AGS website for a newer version of the editor.

 Anybody got any ideas?
#30
 I had a lot of fun programming Gobliiins5 with Adventure Game Studio and I would never thank enough the developers for allowing me to make this game myself from A to Z.

 I am aware that I only used part of the software. I have no notion of programming and I see that we can do much more specific programming. I would like to be smarter and find more tips to improve interactivity.
 I needed help for different points. For example, making a backup by level, at the beginning of the level, was obviously not planned, I would never have found a solution alone.

I'm starting to program my next game, Gobliins6, with AGS. I could not put Gobliiins5 on the forums, I apologize, it did not work at the time, but you can download the whole beginning of the game for free on Itch.io or Steam.

 I had a big bug along the way. I think it was due to the programming of a sequence with several objects, and especially that used animations present in the same view, which I think should be avoided. The software crashed and rotted all the previous rooms already programmed. The scenes with characters could no longer be linked and I could not even retouch them. This is what led me to make the game in 4 exes, not the idea of the century.

 At one point, I learned that you can put sounds directly in the views, at a precise frame. It is very practical, I started to use it for the footsteps of the characters, unfortunately, it is buggy, it starts to replace some sounds by others. A programmer found me a way to put these sounds in the right views and frames in the room_load. If anyone's interested, let me know.


Another very annoying bug, which happens relatively often. We click on an area, the person makes his move to go position to go act on this area, I do not know if we have repeated once too much, but the person does its action without having arrived at the destination, so, remotely... Big problem, some players had this problem.

For me, one thing is missing, it would be to be able to reload a sound, without having to delete it and recharge it. We would also like to be able to delete several sounds at once.

 Working in views is difficult, frames are really small.

The strange thing is in the view script, it does not take the names of objects or hotspots, you have to put object[1].

... and thanks to the users, who have solved many problems on the French and American forums !   

Pierre Gilhodes
#31
PS: I could never put the code in black! I can't find the info.
#32
Hello Khris, sorry, I didn't see your answer in time... I still found a solution, it was enough to remove "game default" in my code so that he can play the animation in French:

Code:ags
  if (Game.TranslationFilename == "")
/ags

Thank you. For your information, my Gobliiins5 game is almost finished!

Pierre Gilhodes
#33
Hello Khris, Actually, I don't understand your proposal...

code:ags
  int new_game_view = BTNNEWGAME;
  int load_view = BTNLOAD;
/ags

??
#34
Code: ags
Okay, it must be simple, I put this:


code[ags]

function oJouer_AnyClick()
{
  if (Game.TranslationFilename == "Game Default")  
{
oJouer.SetView(95);
oJouer.Animate(0, 3, eOnce);

}
  if (Game.TranslationFilename == "English") 
{
oJouer.SetView(95);
oJouer.Animate(5, 3, eOnce);

}  
  
player.ChangeRoom(102, 129, 171, eDirectionDown);

aZik01.Stop();

}

But he no longer plays the animation in "Game Defaut", I don't understand why?
#35
Hello,

 I made buttons in the basic menu of the game, New game, Load, Quit, Credits, in French. I made them with objects, animated. I can use, in the English version the change of object sprite... but how to change the sprites that constitute the button animation?
#36
Advanced Technical Forum / Re: Scroll blocking
Sun 25/09/2022 12:06:16
Yes !
It works (the character is at the bottom left of the screen), I don't really know how, I don't really understand these commands... But it works as I wanted, thank you !!

Code: ags

function late_repeatedly_execute_always()
{
   if (!Game.Camera.AutoTracking)

     Game.Camera.SetAt(player.x - 320, 930); 
}
#37
Advanced Technical Forum / Scroll blocking
Sun 25/09/2022 09:41:19
Hello. For a beginning of level, I blocked the scrolling of the camera in x . The character could therefore move in x and y, but the auto tracking only worked in y, in height; Then I unlocked the auto tracking. I used this code for that:


Code: ags

function room_Load()
{
  Game.Camera.AutoTracking=false; 
}


function late_repeatedly_execute_always()
{
   if (!Game.Camera.AutoTracking)
   Game.Camera.SetAt(800, player.y - 300);
}

For a new level, I want to do the same thing, but in y. That is to say that I want the camera to follow the character in x, so horizontally from left to right, but not in height. I try different parameters but it doesn't work, the auto tracking is not done in x. Someone would have any idea ?

Code: ags
function late_repeatedly_execute_always()
{
   if (!Game.Camera.AutoTracking)
 

   Game.Camera.SetAt(0, player.x + 940);
   
}


I risk being slapped with a wet trout but I can't get a nice display of codes in brown, yet I use
Code: ags
 and 
.

#38
Advanced Technical Forum / Moving on a ladder
Sun 04/09/2022 10:11:50
Hello, what would be the best solution to add ladders and the corresponding anims. Of course, it is necessary that if we click on a zone of movement at the top, the character walks to the bottom of the ladder, makes his ladder assembly animation according to the height of the ladder, and that he continues moving it to the point where you clicked. Apart from changing characters, the Up and Down movements being already used, I don't see how to do it, and again, I don't see how to continue the movement automatically at the top of the ladder.
#39
Advanced Technical Forum / Re: Block scrolling
Thu 04/08/2022 08:07:26
 ;)
#40
Advanced Technical Forum / Re: Block scrolling
Wed 03/08/2022 21:28:08
Ok good ! It seems to work.

Sorry, I'm having trouble understanding these functions, just with the manual.

Thank you, you have allowed Gobliiins5, level 11, to progress well !!    PG
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