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Messages - Pumaman

#8201
How useful would rotate actually be?

Mirror is very useful because generally right and left facing frames are identical but opposite. How often are frames similar enough to be able to just be rotated?
#8202
Yeah, this is what I'm a bit concerned about too - it could lead to an onslaught of scripting functions.

What might be the best way is just to add a single function, something like  

GetGameParameter (int type, int data1, int data2, int data3, int data4);

So that it could be used for returning the values of various things that are only rarely wanted in the script.
#8203
is it possible that this is related to characters blocking now, and that there is another character in the way which is impeding his movement?

The other thing is, are you using MoveCharacterToObject, or a manual MoveCharacter with GetObjectX ?
#8204
For anyone else with evolve's problem - we solved it over IRC, here's a fixed engine until the next beta comes along:

http://www.agsforums.com/acwin.zip
#8205
So are you saying that if you click on the ground to walk it works, but using your MoveCharacter command it doesn't? Are you sure that MoveCharacter is specifying destination co-ordinates that are on a walkable area?
#8206
Over to you guys - would anyone else find these useful?
#8207
Yep, it does.

Well, how about you Display the co-ordinates that you pass to MoveCharacter, and then Display the character's co-ordinates when he finishes moving, and see if there is a difference - to make sure we know whether this is the problem or not.
#8208
Quote from: eVOLVE on Sat 19/04/2003 18:51:28
Absolutely no interactions whatsoever on any regions... at least not from 1-6 that I checked :)

Thanks for sending the room. I tried 'using' it (hand cursor on it) and it all worked fine - it didn't crash for me.

It could be some sort of combination of the room and the rest of the game that's causing the problem.

If you start a new game, and load that room into it, does the problem still happen?

Quote
I changed a bit now and it seems to work. I think now the SetButtonPic is executed and the GUIOn takes place in the next game loop, not only after the SetButtonPic in the same game loop. I still think there is a small bug with SetButtonPic but since I found a workaround it's not so important anymore.

Hmm... strange though. Wonder what it was.

Quote
btw: Did you consider implementing a IsInventoryInteractionAvailable or make IsInteractionAvailable work with inventory items on GUIs, too? It would make the coin GUI way more easy to use.

Sounds sensible actually, I'll add it to the list.

#8209
Quote from: eVOLVE on Sat 19/04/2003 18:51:28
Absolutely no interactions whatsoever on any regions... at least not from 1-6 that I checked :)

Hmm... is it region 2 that the character is standing on when the crash happens?

Any chance you could send me the room file to investigate?
#8210
Quote from: DasJan on Thu 17/04/2003 01:33:51
(1) This is how it looks before I click.
(2) Now I am pressing and holding the right mouse button. The GUI appeared, but as you can see the part where the mouse pointer points to (the hand) is wrong.
(3) After I moved the mouse pointer off the hand icon, all appears right. When I move the mouse back on the hand, the hand opens as it is supposed to do.

More facts: I use the global integer img_use to store the sprite index of the current button pic. It's 104 for the greyed out image, 117 for the open hand and so on. Then in the repeatedly_execute I have a

SetButtonPic(3, 1, 1, img_use);
SetButtonPic(3, 1, 2, img_use);
SetButtonPic(3, 1, 3, img_use);

It's hard to tell what the problem is without knowing more about how your GUI works. If you also do the SetButtonPics before doing the GUIOn to make the verb coin appear, does it work then?
#8211
Possibly - but characters are altogether more complicated since they might be scaled, then the GetSpriteWidth wouldn't return the actual width of the character. Would anybody actually find a script function like that useful?
#8212
Can you check the interactions for region 2 in that room, and make sure there's not a Run Script command listed there?
#8213
What you suggest is possible, but would be rather slow because it would have to keep re-calculating the path every time he changed areas. This is something I'm thinking about how to fix though.
#8214
I made a quick test game, which displays the mouse co-ordinates passed to ProcessClick, and then the player co-ordinates at the end of the move, and they always matched for me.

How often does the problem crop up for you?
#8215
Quote from: BlackBaron on Fri 18/04/2003 19:28:15
Do you have any idea when the definitive version will come out?

No. Please don't ask for release dates, it depends on several factors and I have no idea when it will finally be released.

Just use 2.54 for now, the upgading process is automatic so it shouldn't be a problem to upgrade when 2.55 comes out.

Quote
That said, I've just found another bug that seems to crash my game every time. I can't work out exactly what it is, but it happened twice in my game. The first time it happened was when I had a 'Game - Play Sound Effect' command in the interactions editor. Never happened in any previous version of the editor, and repeatedly happened with the new version.

What was the crash? In the editor? In the engine? Do you have the crash printout anywhere?

Quote
The second time that I still haven't figured out yet gives the same error: (prepare_script: error -2 (no such function in script) trying to run 'region2_a' (Room 11)

This happens after you 'use' a window. I've got a 'Game - display a message' command that correctly displays, then following it is a run script with the following code:

PlayMusic(6);
SetScreenTransition(TRANSITION_FADE);
Wait(200);
NewRoom(12);

Can you open up the room script (from the Room Settings pane) and see what function name that script code has been placed under?
#8216
Quote from: Trapezoid on Fri 18/04/2003 22:24:30
Could this be done with Regions and a function using SetFrameSound?

Yes, BUT remember that the interactions don't run if the game is blocking, so if during a MoveCharacterBlocking or whatever, the sound wouldn't update.
#8217
Yep, that's the whole problem here. When the character wants to walk from A to B, his entire path is pre-calculated, but the technical issues of handling changing speeds in that calculation are the reason I havent' done it yet.

It's possible, it just needs a fair bit of work.
#8218
Tell him to try:

1) Run Setup and run it in a window instead of full-screen (or vice-versa)

2) Change his desktop colour depth. In the Display control panel, make sure the desktop is set to 32-bit colour.
#8219
Actually, it may well be possible for a plugin to remove the window frame using the Windows API, but I'm not sure about that.

But yeah Rick, it does sound cool, but I'm not sure it's something I'll consider a priority to implement :)
#8220
Firstly, I'm glad that you glumol guys have finally released something.

However, please don't take this the wrong way, but if you want glumol to gain respect and get people using it, you need two major things:

1) A working website. Currently the only page that works on glumol.com is the forum. Surely as you've finally released the software, you should update the website to tell people it's out there?

2) A beta test. Send it to a select group of people first to iron out the problems like missing DLL's, so that when you properly release it, it actually works for people who download it.

Good luck.

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