Hehe, typical. Well, do let me know if you get the problem again.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: cat on Wed 12/05/2010 16:05:53
There are so many nice places to go in Tuscany (Firenze, San Gimignano, Volterra, Siena,...), I think we should do some of those trips and people that stay longer in Italy go to Rome, Pompeii, Venzia.
QuoteAlso CJ's car will probably be a five seater, with Esseb crammed in there too.
Quote from: SteveMcCrea on Thu 06/05/2010 20:08:00
My game keeps using more and more memory (the private working set in Task Manager), unless I disable sound from winsetup.
Quote from: Captain frakas on Sun 09/05/2010 14:48:48
In the first room, there are 3 characters, and one of them doesn't look like the others. You can select him by typing "2" on your keyboard (or by middle-clicking on your mouse and then clicking on the middle portrait).
When you make him move on long range (by clicking far of him with the mouse), the error windows will fire during it's walking action. If you make him move on very short range, the error will not fire. If you achieve to quit the first room with this character, you can then move him on long range without fearing the error windows.
Quote from: Captain frakas on Wed 05/05/2010 01:23:30
Sure, do you need my whole project folder or can you find it with just the compiled executable ?
Quote from: [ Arj0n ] on Sun 02/05/2010 17:55:01
I checked v3.2.0 Final 3 and it seems it is not fixed although the Final 2 change list does mention it should be fixed...
Quote from: cat on Mon 26/04/2010 08:55:04
Are you planning to go to Firenze during the week for some sightseeing?
QuoteHow will you guys arriving at Milano come to the villa? What's the next trainstation?
QuoteAlthough this is not technically a bug it is certainly an annoying quirk of the editor.
If a GUI is very tall (for example if you want to scroll it) the entire gui obviously wont be shown in the editor but there are no scroll bars or anything..
So guis either need to have a maximum height or it needs scroll bars.
QuoteThere is a teeny tiny glitch that happens to me at least once a day and I imagine it happens to a lot of other people as well. I finally figured out yesterday how to recreate the issue each time, flawlessly.
QuoteWith the latest version of ags, trying to run a .Play() command (I haven't tried the old way) with "No digital sounds" as audio device, causes an Illegal exception.
QuoteThe game crashes with a fatal exception every time at this point.
Line 36 reads "Game.StopAudio ();". From my understanding of the situation, this should stop all audio playing if passed with no parameters, yes?
QuoteI'm getting this error.(warning in fact). But it doesn't allow the game to compile, nor does it tell me where the error is, nor there is PlayMusic(25); in any room. I think you've removed the PlayMusic room property thing on the interaction thingy. And perhaps it's set there, and doesn't allow game to compile, and I can't access it to fix it.
QuoteThere's a bad error report when you miss the double equals sign with Random, like so:
QuoteI was porting this game today from 2.72 to 3.1.2, and well all the variables were ported perfectly, however variables used this way in 2.72:
SetGraphicalVariable("NAME");
or GetGraphicalVariable("NAME");
Weren't ported correctly, and I had to go alll the way and replace them, not much of a job, but totally boring and tedious.
QuoteCJ, will this be fixed in the new version?:
"Need to move mouse before button functions properly".
I'm currently using v3.1.2 SP1, February 2009.
QuoteCJ, I'm wondering - would it be possible to add a function to the plugin API to override AGS' viewport initialization so that the plugin could take care of all rendering while AGS runs in the background handling the game logic? Seems like that could solve a lot of issues people are having with resolutions and also allow for aspect-ratio independent games.
QuoteI seem to be having a problem with the Object.Move command in a room_RepExec() function.
Bottom line: it doesn't work. Whenever I perform an action on something in the room, however, the move gets executed.
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 3.152 seconds with 18 queries.