Yes, that's part of the same bug.
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Show posts MenuQuoteAlthough gui alpha channels work properly now with no gui background they don't seem to work correctly WITH a gui background.
I have a button which has an image with and alpha channel ontop of a gui background which has an alpha channel and the transparency on the button doesnt seem to work anymore.. i'm pretty sure it used to.
EDIT:Same is true of slider handles
Quotefound some weird behavior with resizing guis. In particular, if you change to a room with a room size larger than the default game dimensions and try to resize the gui to fit that room size you'll get an error. Now, while I understand it's going by the game resolution only for gui size limits I see this as rather strange behavior. Why shouldn't we be able to make guis larger than the game resolution and have them off the limits of the screen? It certainly wouldn't break anything by default. I bring this up because, if you make one or two guis larger than the primary resolution of your game by default you get constant warnings that it may cause errors (which it doesn't) and since it doesn't actually break anything I'd rather either the warning was removed or the limitation of resizing guis beyond the game set resolution removed, that way I could avoid the warning by resizing the gui when you entered the larger room and changing it back when you leave.
QuoteYou know, just calling them "RC" instead of "Final" sounds better.
QuoteI noticed there are no help topics which sould cover "advanced" script keywords like "protected", "writeprotected" (I knew that one exists only after getting monkey_05_06's Stack module), "managed" etc. Maybe some other things are missing in the manual too. It would be nice if they are added there.
QuoteMy impression - and I have no idea if this is correct - is that CJ, like most of us who started using AGS during our teens or early twenties, has gotten caught up in real world obligations that take a priority over hobby programming (as they should).
QuoteIf 2.7 worshippers want to use the old scriptings, well they can keep up using the old versions, from what I've seen, aside a couple of fix for newer OSes, do they really need more ? I may be wrong, but I seriously doubt it.
QuoteI'm not sure exactly why it should be viewed as broken behavior rather than a bonus (and quite useful) feature that could just be toggled on/off in the editor (via a font property so you could potentially have low and hi res fonts), but oh well.
QuoteJesus Christ, why is there no Undo button in the Dialog editor? I had to restart the editor to correct my horrific mistake, and if I'd saved at any point it would have all gone permanently.
QuoteI cant be arsed to read through 22 pages right now, soI'm sorry if this was already pointed out, but i was told to report here about the "IgnoreUserInputAfterTextTimeoutMs" feature, that it should make the timeout at the beginning of the text being displayed , and not after it, cos otherwise it would come after the last line of text also, so there would be a delay in returning the control back to the player
QuoteHey, guys, I dunno if this is still an issue or if it's been mentioned or not. I'm using AGS 3.1 and it seems that whenever I use the mouse wheel (more by accident), the cursor disappears!
Any way to fix this? Maybe people who've never played an AGS game don't know about its lack of mouse wheel in-game integration and won't know to not use it...
Quote from: Crimson Wizard on Sat 12/06/2010 17:01:53
Lastly, I have a question about IAGSScriptManagedObject and related AGS API operations. Frankly, I don't quite get, what is it for and what can you do with this. Is it possible to, like, expose custom classes to the AGS script user, or something?
Quote from: xXSasukexXXxUchihaXx on Fri 11/06/2010 16:42:37
Secondly, the mouse would not update on the screen! I would move the mouse around and see it outside the game but not in.
Some extra info:
When the game starts it says "Color scheme changed to Windows 7 Basic"
Game is in 320x200
I am using the "Flashlight-effect (a-v-o)" and the "SnowRain" Plugins.
Can anybody give me some suggestions on how to make this work? I can't work on my game (which I was deep into).
Quote from: lawon on Fri 11/06/2010 12:26:16
Ah thank you, with this information i was able to find it, its the "IgnoreUserInputAfterTextTimeoutMs property" , which is actually a pretty good feature i have to say, it just shouldnt come after the last line of text when the control is returning to the player.
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