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Messages - Pumaman

#541
Quote from: Scarab on Sun 18/10/2009 05:17:14
On_Key_Press moves the character awkwardly and only seems to notice one button at a time, whereas IsKeyPressed works much more smoothly and seems to notice two at a time (and just executes them alternately)

I'm not really sure what you mean.

on_key_press acts like any normal application. For example, if you open Notepad, press Q and then press W as well, you will only get W's and not Q's. This is standard behaviour.

IsKeyPressed can check multiple keys on the keyboard -- how many it can recognise at a time depends on your keyboard and the relative position of the keys.

Depending on what sort of character movement you want, you'll use one or other of the methods. For a Sierra-style press-to-start and press-to-stop walking system, on_key_press works perfectly. If you want the character to move while the key is held down, you'd use IsKeyPressed.
#542
Looks very thorough, nice one :)
#543
I'm not sure, it seems that this is more a personal preference of how you organise your games .. would anyone else find this useful?
#544
Yes, when I originally added the filters, Hq2x/3x was the only one with a license permissive enough to allow it to be used in AGS.

Since the other two you suggest basically look the same, as Snarky says, I don't see much point in adding them even if their licenses did allow it.

As for DX9 mode, as far as I know these sort of filters aren't really possible to do, due to the way Direct3D and hardware acceleration works.
#545
Text boxes won't accept [ because it is the AGS New Line character, and you wouldn't be able to print it out again in a Display() or on a label since it would turn into a line break.

As for IsKeyPressed, you're right that it doesn't currently work with those keys -- looks like the mapping hasn't been set up. I'll fix that.
#546
Quote from: Dualnames on Fri 16/10/2009 16:51:17
I've given you the files of the game before, if you have them,you can test it there. Just place the code above when pressing Space for example. Forgot to say the Speech when the game starts (on the general settings pnae)is LucasArts. And ego here shouldn't be the playable character but instead an NPC.

I tried pasting that code into HHGTG and it worked fine. Are you sure that's the exact script code that you're using?
#547
The CallGameScriptFunction and QueueGameScriptFunction plugin API commands are provided for this purpose, though admittedly they are a bit restrictive with what they allow at the moment.

#548
If you're using AGS 3.1 or later, you can change the translation file at runtime using the Game.ChangeTranslation command.
#549
QuoteWhen I play the same sound repeatedly, very fast, the sound is replaced by sounds that were previously playing. 

An example: I have a caption that types itself on the bottom of the screen when you enter some rooms.  It plays a beep sound every time a letter is printed.  In 3.2, when I enter a room, it seems to repeatedly play the player's footstep sound as well as the beeps.

Thanks for posting your game. I tried it out, but when entering the room to the south I only heard the typing-beeps and not any footstep sounds. Does the problem happen regularly for you?

Quote from: Dualnames on Thu 08/10/2009 08:33:10
We all know that to have a character's talking view portrait appear on SierraWithBackground, the character must be in the same room, otherwise only the text window will appear. Now if you use DisplayTopBar function and then use a Character.Say for the first Character.Say played after DisplayTopBar it will have the TopBar in it, the second will have no problem, I found a workaround but still the bug remains and it should if possible be fixed.

SetSpeechStyle(eSierraWithBackground);
//make sure char ego is in the player;ers room. And that he has a talking view.
DisplayTopBar(....);
cEgo.Say("Hey");
cEgo.Say("Hey2");//this line will appear normally.

I can't reproduce this, it seems to work fine for me. Can you post an example of the problem?

QuotePumaman, it'll be possible in "Inventory Items", to add "Mouse Over image" feature in "Apparence" section.
Because, I've create 2 states icons for my inventory items (normal image icon and over image icon with light red outline).

This thread is not the right place for feature requests, please post them in the Wishlist thread. It is of course possible to work around this with scripting.
#550
This is a bug in AGS, where save game screenshots won't appear on a GUI that has an alpha channel, if you use the AdditiveOpacity GUI Alpha Style.

It will be fixed in the next version of AGS.
#551
Quote from: Denzil Quixode on Tue 13/10/2009 19:48:06
The alternative is to be able to type in and run Lua code while the game is running. This is just the standard "Demo Quest" that comes with AGS, with the addition of an interactive Lua prompt:

Here are some other commands you can try:
Code: ags
ags.Debug(1,0)

Code: ags
ags.GiveScore(728)

Code: ags
ags.Mouse.GetPosition()


That's really useful -- it's something I've been meaning to add natively to AGS for ages but never got around to it, and a lot of people have been asking for this run-time scripting ability.

Great work!
#552
Ok thanks, I'll see if I can reproduce any problems with this.
#553
Yep, an HTML version would be useful, saves people having to install OpenOffice just to read the docs :)
#554
QuoteI added an object, pressed play. AGS started to save the room and then the crash
Fortunately nothing happened to my files.

Hmm, strange. Let me know if it happens again.

QuoteOk, I've PM'd you the link

Thanks, I'll look into it.

QuoteWe all know that to have a character's talking view portrait appear on SierraWithBackground, the character must be in the same room, otherwise only the text window will appear. Now if you use DisplayTopBar function and then use a Character.Say for the first Character.Say played after DisplayTopBar it will have the TopBar in it, the second will have no problem, I found a workaround but still the bug remains and it should if possible be fixed.

Strange, I'll see if I can reproduce this.
#555
Hmm, that shouldn't cause a problem. Which screen transition are you using?
#556
You can't make any blocking calls while rep_exec_always is running. This is to avoid the rep_exec_always thread getting blocked.

rep_exec_always will always finish executing before any blocked rep_Exec call will resume.

Does that answer your question?
#557
Sounds like a reasonable suggestion, though the script Khris posted should do the trick.
#558
Mono is now able to run all the C# parts of the editor, but unfortunately because the editor also relies on a Windows C++ DLL (AGS.Native.DLL), it cannot run in Mono at the moment.

At some point in the future I might port all that code over to C#, but it's really not high on the priority list right now.
#559
This is most likely due to the room not loading quickly enough to update the sound card buffer, what resolution are your rooms?
#560
General Discussion / Re: Moving to London/Uk
Sun 11/10/2009 22:42:27
Funnily enough I'm also currently in the process of moving to London, and it can be a bit daunting at first because it's a huge place and it's hard to know where to start.

It's a big decision for you to move to a completely different country, but your English is great these days so you shouldn't have any serious language problems. As Layabout says, living in London is expensive, so you really need to know how much rent you can afford to pay before you can choose where to live.

Although I don't yet actually live in London, I'm more than happy to have a chat with you about the town if that would be useful.
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