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Messages - Peegee

#41
Advanced Technical Forum / Re: Block scrolling
Wed 03/08/2022 20:39:55
Yes, it's for the start of the game, so I set

Game.Camera.AutoTracking=false;

in the room load but I still don't get my scrolling back afterwards.
I tried putting

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

in the rom load too...

The last code, to restart the scroling, doesn't work, I just managed to have a camera in another place in x, but still.
Is there a variable I should create to re-enable autotracking?
#42
Advanced Technical Forum / Re: Block scrolling
Wed 03/08/2022 18:30:14
OK, thanks. Yes, there is better. Scrolling in x is blocked, and I keep scrolling in y. On the other hand, I cannot recover the scrolling in x after having clicked on Hotspot9Travo.

Code: ags

function room_RepExec()
{
Game.Camera.AutoTracking=false;

}

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

function hHotspot9Travo_Interact()
{
Game.Camera.AutoTracking=true;    
Game.Camera.SetAt(800, player.y - 300);

}
[code/]
#43
Advanced Technical Forum / Re: Block scrolling
Wed 03/08/2022 16:38:41
Where do I find this function: function late_repeatedly_execute_always()    ?
I know "Repeatedly Execute", but the code doesn't change anything in it.

What means the "!"   ?
#44
Advanced Technical Forum / Re: Block scrolling
Wed 03/08/2022 14:27:05
Thank you for your answers. But it doesn't work like that, even putting the code "Game.Camera.SetAt(250, player.y - 100);" Between { }

I'm not a programmer, I'm not doing with the manual. The codes are not explained enough for me, the software does not take them.

I managed to block the scrolling with:
Code: Ags

Game.Camera.AutoTracking=false;

or with this:
Code: Ags

Game.Camera.SetAt(1438, 860);


But I would like to block scrolling only in X, and I can't manage to unblock it.
#45
Advanced Technical Forum / Block scrolling
Wed 03/08/2022 07:15:19
Hello, I would like to block background scrolling (in x), to unblock it later.

I found this code but the software does not support "ViewportX":
Code: ags

//Viewport Scroll
  if (player.x > 300) {
    while (ViewportX < 250) {
    ViewportX = (ViewportX) +5;
    SetViewport(ViewportX, 0);
    Wait (1);
    }
  }
  else {
    while (ViewportX > 10) {
    ViewportX = (ViewportX) -5;
    SetViewport(ViewportX, 0);
    Wait (1);
    }

Someone would have any idea ?
#46
 Thanks for your advices. PG
#47
I've been developing this game for more than a year, I made 7 big levels that turned perfectly, with the simple formulas that you write. I was beginning to know how to use this software. It had been shielded for months. From one day to the next, everything concerning the characters works badly, such as the untimely display of images, which come from the good views but not the good locations, reversals of the player characters (that, I ended up fixing), plus 2 changes to the general functioning usual. It's been days that I'm on 2 characters, I try everything, it never works. I sent the codes to my friend who taught me this software, who has played dozens of games with it, she can see that my codes are not aberrant. So lines of code that worked for months don't work anymore, you don't have to believe me but this software has gone crazy, general bug, hacking or what, I can't even fix some problems. Yes I could start from a blank level and try some systems again, frankly I don't have the courage.
#48
Hello Crimson Wizard et EriOo, obviously it didn't work like that right away, we set up the change of playable character, by clicking on the characters or on buttons.
#49
Hello Cassiebsg, Thanks for that info, I'll give it a try. So far I've done everything with ChangeView and SetView, it worked.
I still tested 2 levels, disaster. All the characters screw up, especially when there are Waits and sequences of animations, to turn their heads, change positions.
#50
I use the basic BASS model. I don't use verbs. What exactly do you want a picture of? In fact I managed to catch up with the problems of the first level but not in the second, I don't even see any consistency, it doesn't launch the right anims.
#51
Over time I ended up figuring out how to make things work for my game.
In my game there are 3 characters with different functions. I can select them by clicking on them or on a thumbnail (GUI). When I click on the ground, the man moves to this point. While he's walking, before, I could select another character and move him too. The two characters were walking at the same time. I didn't do anything to program it, it worked like that from the start. Now the first stops, I don't know why.
#52
That's it, I found a solution for this problem, I launch an anim of a frame, man profile, in view 51, before the ChangeView. But that's not the only kind of weirdness going on.

I test my second level, same, full of problems. As soon as there is character, eNoblock, Wait, sequences of more or less subtle anims, it no longer works.

I'm not a programmer, not of a super logical mind so I groped a lot to program these sometimes complex systems, certainly not always in the best way. I spent months on each level, they were tested and stayed by different people and overnight they bugged everywhere. I understand that it doesn't make sense that a code that works one day doesn't work the next. Currently I have 50 characters, 142 views, 8 rooms, 2467 sprites and am of course on AGS Editor .NET (Build 3.5.1.9).

It's true that I didn't follow the manual to the letter, I don't understand English perfectly and when I'm looking for something I often find the explanation too brief. I learned empirically with the help of a friend and as I went. I don't know LockView, what is it for? Same for the speech system, thank you for enlightening me.

The 2 "general" bugs, the guy who stops when you select the other, whereas before he continued, it's an aspect of the program that I've never touched, which has always worked since the beginning. The same goes for the chat loop of the character in profile, which no longer loops, he continues to speak from the front, I've never touched that.

I'm on a character: we click on the door, he sticks his head out, speaks, then his body, speaks, then walks... all that is completely destroyed and I can't put it back. Maybe with LockView it will be better? Does it allow the character to get out of more views to put them back in their two main views, normal and speech?
#53
Thank you for your answers. I am using version 3.1.5.9.
I don't know exactly when it started to bug, since I've been working on the last 2 or 3 rooms probably, but since then, the whole beginning of the game which worked perfectly has lots of problems especially around characters, eNoBlocks. I change where it messes up. For example, I have something that I can't solve. When the character returns to its Right position, it does a rotten little flip.

By making modifications, for example if I add player.FaceDirection(eDirectionRight, eBlock); before the ChangeView(2), it will fetch me a frame from view 51 (which would be logical) but it puts the anim 3 (up), which doesn't make sense.

Code: ags


function oPied_UseInv()
{
if (cGob1.ActiveInventory == iMarteau)
{
  player.Walk(611, 426, eBlock, eWalkableAreas);
player.FaceDirection(eDirectionRight);
player.ChangeView (51);
aClou.Play(eOnce);
player.Animate(0, 3, eOnce);
cArbre.ChangeView(50);
oPied.Visible=false;

cArbre.Animate (2, 3, eOnce,  eNoBlock);
player.Animate(1, 3,  eOnce, eBlock);

player.ChangeView(2);
player.FaceDirection(eDirectionRight, eBlock);

cArbre.ChangeView(14);
cArbre.FaceDirection(eDirectionDown);
cArbre.Clickable=true;
aArbreTalk03.Play(eAudioPriorityHigh, eRepeat);
cArbre.Say ("Whaaaa, merci, céleste korrigan,[trop cool !!");
aArbreTalk03.Stop ();
SetTimer(2, 0);
player.AddInventory(iClou);
DialogueArbre=DialogueArbre+1;
player.ChangeView (2);
player.FaceDirection(eDirectionRight);
}
}


2 other general problems that happened overnight: I send a character somewhere, it works, I select another one. Before, the first character continued on his way, now he stops.
When my character speaks to someone in profile, the profile chat anim no longer loops, he continues to speak from the front. I lengthened the loop, cut the texts but it's not normal, and potentially problematic for localizations.
#54
I don't understand what you mean. Reprogram the whole game? Everything had been working for months.
#55
Hello, I made about 7 levels of my game. These are rich levels, many varied systems, characters, objects. I did not change version of AGS.

I make a version, I test from the beginning, I find a lot of things that worked before and that don't work well anymore, especially in terms of characters, guys who disappear, change, turn around, shit. These are levels that have been tested a lot.

Weird stuff happens even for the main characters. Before, I sent one somewhere, it kept walking while I could select another one. Now the first stops as soon as I select the other.

Has anyone had this kind of problem before?
Am I at the limits of the software?
#56
Ok, thanks for that detailed answer. I will think about this function, version control, it can be useful. I must have made a bit rotten code, I would pay more attention.
  Luckily I had a recent backup. Sincerely, PG
#57
Is the level recoverable? If I start it again, what tells me that it won't start again ? Should the game be made in several parts, several executables?
#58
Advanced Technical Forum / Crash level... HELP
Fri 01/04/2022 10:18:52
Hello, I was working on the 7th level, it's starting to take a lot of data, lines of code (10800 in the global script for example) and I found that it was starting to be sensitive, weird, esoteric bugs and finally the level has crashed. Do I risk the same problem if I restart the level from zero, am I reaching the limits of the software?
This is what he tells me:

Code: ags


Error: Unable to load the room file 'room7.crm'.
Block data overlapping.
Block: Main, expected to end at offset: 11, finished reading at 0..
Version: AGS 3.5.1.9

AGS.Types.AGSEditorException: Unable to load the room file 'room7.crm'.
Block data overlapping.
Block: Main, expected to end at offset: 11, finished reading at 0..
   Ã  ThrowManagedException(SByte* message)
   Ã  load_room_file(SByte* )
   Ã  load_crm_file(UnloadedRoom roomToLoad)
   Ã  AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   Ã  AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   Ã  AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   Ã  AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   Ã  AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   Ã  AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   Ã  AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   Ã  System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   Ã  System.Windows.Forms.TreeView.WndProc(Message& m)
   Ã  System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   Ã  System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

#59
OK it's noted ! Thank you.
#60
Hello ! Thank you for your answer. In fact, that's not my request at all. I started to make an adventure game with AGS, on a little known license, which I own. I know that AGS is free but I thought I read somewhere (I don't remember where) that if you wanted to make a product to sell from Adventure Game Studio, you had to talk to the author of the software. There may be a point of law to clarify, a request for authorization, I don't know, I need to clarify all that. PG :)
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