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Messages - Peegee

#81
Looks like your system is working flawlessly! Great!
Many thanks !

What you say is correct, compared to save / restore, because in other levels, I have rooms below level. Will they also be reset if we save when entering the main level?

I'm not done with the load room:

1- I only have to display the object which allows to launch the restoration when I save the level. What is the command to display an object in another room?

2- In my load room, I have to prevent the inventory from being displayed. I manage not to display the personal selection medallion but not the inventory. I would like to understand why it shows up in my game levels and not in my title pages.

My native language is French.

;)
#82
Hello, when I put this command (to load the level) I have a conflict.

---------------------------------------------------------------------------
function oDec01_Interact()
{

  RestoreGameSlot(1);
 
  cGob1.SetAsPlayer();
 
  player.Transparency=0;
  cGob2.Transparency=0;
  cGob3.Transparency=0;
 
  player.ChangeRoom(1, 129, 171, eDirectionDown);
  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);

   player.Clickable=true;
   cGob2.Clickable=true;
   cGob3.Clickable=true;
---------------------------------------------------------------------------

Conflict:Cannot run this command, since since ther was a restoreGameSlot command already queued to run in "room103.asc, line 6 ( Line 6 is RestoreGameSlot1)

I don't understand where the conflict is, if I remove that:

-----------------------------------------------------------------------
player.ChangeRoom(1, 129, 171, eDirectionDown);
-----------------------------------------------------------------------
I enter the level but everything is blocked.

Obviously the conflict is with the player.ChangeRoom. It is also there, to launch the game:

--------------------------------------------------------------------------------
function oJouer_AnyClick()
{
object[0].SetView(95);
object[0].Animate(0, 3, eOnce);
 
player.Transparency = 0;
player.ChangeRoom(1, 129, 171, eDirectionDown);
-----------------------------------------------------------------------------

#83
I don't have the problem to load because I am leaving from a loading room. I further simplified, removed my first load variable from the screen.

The real problem, what with "SaveGameSlot (1," room 1 initial state ");" and "ResetRoom (1);", to save and reload, the software is not able to reset neither the characters nor the variables, nor the contents of the inventory. Is this normal?
#85
Here is the simplified version of my room load. The variable is present so that it only saves the first time. Below is the code to start the backup. I don't have a conflict, if I don't put the ChangeRoom back, it won't start the reload. Currently, the movements between level 1 and the load page work, regardless of the character selected. The problem is always that he doesn't reinitialize the characters ...

RoomLoad:

function room_Load()
{
  if (Dec1one==false)
{
  RemoveWalkableArea(2);
  oFleur2.Clickable=false;


  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
 
  cPatate.ChangeRoom(1,246, 229);
  cGamin1.ChangeRoom(1, 134, 431);

  Dec1one=true;

  SaveGameSlot(1, "room 1 initial state");
   

}
else if (Dec1one==true)
{
   RemoveWalkableArea(2);
   oFleur2.Clickable=false;

   cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
   cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
 
  cPatate.ChangeRoom(1,246, 229);
  cGamin1.ChangeRoom(1, 134, 431);
   
}
}

Load:

function oDec01_Interact()
{
  ResetRoom(1);
 
  cGob1.SetAsPlayer();
 
  cGob1.Transparency=0;
  cGob2.Transparency=0;
  cGob3.Transparency=0;
 
  cGob1.ChangeRoom(1, 129, 171, eDirectionDown);
  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);

   cGob1.Clickable=true;
   cGob2.Clickable=true;
   cGob3.Clickable=true;


}
#86
Hello, in fact I have the 3 characters which are playable. So when I go to my load page, I don't know which one is playable, I put the 3 in transparent and not clickable.

  I will try to put the savegameslot last but I have a guy doing something at the very beginning, so I have to put it back every time ...

I will put the faceCharacter in the changeRoom. I'll keep you posted.
#87
Hello, in fact it's always a hassle. He cannot reset the level properly, he cannot reset non-player characters. When I select one of the other two characters to go loader, it's worse.

Here is what there is at the loading level:

function oDec01_Interact()
{
  ResetRoom(1);
 
cGob1.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;
  cGob1.ChangeRoom(1, 129, 171);
  cGob1.FaceDirection(eDirectionDown);
  cGob2.ChangeRoom(1, 171, 166);
    cGob1.FaceDirection(eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163);
    cGob1.FaceDirection(eDirectionDown);
  cGob1.Clickable=true;
   cGob2.Clickable=true;
    cGob3.Clickable=true;
}


Here is the room load, I put a variable to save only at the first entry in the level:


function room_Load()
{
if (Dec1one==false)
{
RemoveWalkableArea(2);
oFleur2.Clickable=false;


  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
 
cPatate.ChangeRoom(1,246, 229);
cGamin1.ChangeRoom(1, 134, 431);

   SaveGameSlot(1, "room 1 initial state");
   
   Dec1one=true;
   
   if (player==cGob2)
   
{
     cGob1.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;
 
  cGob2.ChangeRoom(1, 171, 166);
    cGob1.FaceDirection(eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163);
    cGob1.FaceDirection(eDirectionDown);
  cGob1.SetAsPlayer();
 
  cGob1.ChangeRoom(1, 129, 171);
  cGob1.FaceDirection(eDirectionDown);
}
  if (player==cGob3)
   
{
     cGob1.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;

  cGob2.ChangeRoom(1, 171, 166);
    cGob1.FaceDirection(eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163);
    cGob1.FaceDirection(eDirectionDown);
  cGob1.SetAsPlayer();
 
   cGob1.ChangeRoom(1, 129, 171);
  cGob1.FaceDirection(eDirectionDown);
}
}
else if (Dec1one==true)
{
RemoveWalkableArea(2);
oFleur2.Clickable=false;


  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
 
cPatate.ChangeRoom(1,246, 229);
  cGamin1.ChangeRoom(1, 134, 431);
   
   if (player==cGob2)
   
{
     cGob1.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;
 
  cGob2.ChangeRoom(1, 171, 166);
    cGob1.FaceDirection(eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163);
    cGob1.FaceDirection(eDirectionDown);
  cGob1.SetAsPlayer();
 
  cGob1.ChangeRoom(1, 129, 171);
  cGob1.FaceDirection(eDirectionDown);
}
  if (player==cGob3)
   
{
     cGob1.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;

  cGob2.ChangeRoom(1, 171, 166);
    cGob1.FaceDirection(eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163);
    cGob1.FaceDirection(eDirectionDown);
  cGob1.SetAsPlayer();
 
   cGob1.ChangeRoom(1, 129, 171);
  cGob1.FaceDirection(eDirectionDown);
}
}
}
#88
To tell the truth I'm regressing ... He can no longer launch level 1, I have a black screen, and no error message ...



I understood the black screen ... I could not have player.ChangeRoom in hSuite2-any click AND cGob1.ChangeRoom in Room_load.
I have to put it only in hSuite2.

In any case it seems to work! Thanks a lot !!!   :-D       PG
#89
Ok, sorry, it works better if I put it in the right place, in the room load of room 1.

Yes, it's starting to work better. The problem is complicated by the fact that I have 3 player characters. In any case, thank you for your patience. PG
#90
Hello !

Ok for the baseline, practical.

But I don't understand the Slot issue. Where is the backup going?
I have a crash when I put the SaveGameSlot function on. I am in the title page, I am trying to launch level 1:

function hSuite2_AnyClick()
{

player.Transparency=0;
  cGob1.ChangeRoom(1, 129, 171);
cGob1.FaceDirection(eDirectionDown);
  cGob2.ChangeRoom(1, 171, 166);
  cGob3.ChangeRoom(1, 89, 163);
 
  cPatate.ChangeRoom(1,246, 229);
 
aZik01.Stop();

SaveGameSlot(1, "room 1 initial state");
}

Error message:SaveGameSlot:Cannot run this command, since there was a NewRoom command already queued to run in "room101,asc, line 17

I don't understand this command, what should I do?
#91
OK, thanks. For the baseline of characters, indeed I have already modified it for a fix character, impossible to find back where is this function. But anyway, you can't change it during the game, depending on the circumstances.

I hadn't understood to save the room before. But how do you do that? I did a room load and a object thumbnail to load the room. But how to save a room and put the save in this object?

  I know that I am a heavyweight but I have no programming skills, I am just an animator graphic designer.    PG
#92
Hello, thank you for the impeccable instant move feature!

What I meant by depth is the depth in z, the baseline for "front to back" questions. Apparently we can't change that on the characters, it's determined by the low point of the sprite. I just read your second answer, I don't see where we change that.

I can't use numbers from 300 because I have levels with multiple rooms, which don't need to be reset every time.
I redid a room load, with an object to launch room 1 with this code:
{
   ResetRoom (1);
 
player.Transparency = 0;
   cGob1.ChangeRoom (1, 129, 171);
   cGob1.FaceDirection (eDirectionDown);
   cGob2.ChangeRoom (1, 171, 166);
   cGob3.ChangeRoom (1, 89, 163);
}
(I have 3 characters) But it doesn't work, it doesn't reset when I reload the level a second time ...

Otherwise the tutorials in English are too difficult for me.

Sorry for the lines of code, I read that you have to put them a certain way but I didn't understand how.

PG
#93
Hello, thanks for your reply.
  I still don't quite understand the GUI part. I learned this software thanks to a brilliant girl (author of Chaelle) who showed me everything, but the GUI remains mysterious, in any case I would not have done it just with the instructions.

Thank you for all those informations. Character.SetIdleView can be efficient, and change transparency too. Currently I'm using an empty spride view, it's not that great.

I sometimes replace the character with an object:
1- Because I can change its depth.
2- Because I couldn't figure out how to move it instantly.

In my loading page, it will actually be easier to create a "button" with an object. But I couldn't find the code to load the level.

So 2 questions:
How to move the character instantly?
What code to load a level, and have it reset each time?

Thanks in advance. PG
#94
Hello, newbie on this forum (by the way on all forums), I don't know is my technical questions will be well placed, thank you for helping me.
I started a game (for a few months) on AGS (great software!), Which will be called Gobliiins 5. I have some technical questions, there may be the solution in the manual but I do not understand everything, not perfect in English.

1- I am not very comfortable with GUI questions. On my "load a level" room, I would like to make a back button, but I don't see the button creation tool when I am on my room, what should I do?

2- For some actions, I prefer to hide a character and replace it with an object, but after a while the animated idle arrives, unexpectedly. How to deactivate idle momentarily?

3- When I load a level, if I start playing and load it again, I notice that it does not reset it. Is there a way for this or should I set the loading code to zero all items? I have very rich levels and dozens of variables.

Thanks in advance.
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