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Messages - Radiant

#5181
How about SetGameSpeed () to some low value, and then speeding the regular characters up by increasing their walking speed? That might do the trick.
#5182
Thanks Eigen!!!
#5183
I'd join ya.
#5184
Hi there,

I'm looking for a tool that converts AGI sound files to MIDI format. I know this tool exists because it shows up on Google, but every single site that is supposed to host it is either down or otherwise unreachable. Dose anybody here have that tool and could they please send me a copy? It would be much appreciated.

- Pieter
#5185
Advanced Technical Forum / Re: Keycode Problem
Fri 18/06/2004 14:25:24
Maybe your GUI is being turned off somewhere else?
Are you doing this:

Code: ags

if (IsGUIOn (1) == 0) {
  if (keycode == 42) GUIOn (1);
}

if (IsGUIOn (1) == 1) {
  if (keycode == 42) GUIOff (1);
}


See what I mean? It may be the case that the same key turns the GUI back off?
#5186
Monkey Island I:

it looks like a regular crate.  [which is the common response]
... except for that big glowing Voodoo Antiroot inside.
#5187
Advanced Technical Forum / Re: Keycode Problem
Thu 17/06/2004 11:41:04
Show us your code please? You probably didn't remove it properly, I'd guess
#5188
Or you could just take the on_mouse_click function and have it simply read 'return'.
#5189
Maybe an easier solution would be this: if AGS runs in windowed mode with a 320x200 screen, instead the interpreter could create a 420x300 screen and center the actual graphics in there. So you'll have all the edge you want.
#5190
Hi there,

sorry to say this but I don't have time to come to England any time soon. But have a nice weekend!
#5191
Quote from: strazer on Mon 14/06/2004 19:20:01
But you were not trying to use GetLocationName directly, right?
Because
  GetLocationName (int x, int y, string buffer)
fills the string BUFFER, it doesn't return anything (useful).

Yes, I was aware of that :)
#5192
Quote
* for any GUI, if I set: background color to 9, foreground color to 9, background color to 0, then foreground color to 0, THEN the background color is reset to 16.
I tried this but I couldn't replicate it. Can you manually switch it back to 0?
yes, so it's not a problem.

Quote
* it appears that GetLocationName doesn't work from within RepExAlways
It seems ok to me, what exactly do you mean by "doesn't work"?
I meant that it caused my game to crash, but I was unable to figure out exactly what went wrong. Sorry that this isn't a very helpful bug report, if I manage to reproduce it somehow I'll let you know.
(I was doing a lucasarts-style GUI and put something in RepExAlways to change a label's text to <command><location> i.e. Pick up Tree; GetLocname kept returning blank strings rather than hotspot or object names)

#5193
In addition to what Gilbot said, did you initialize the saved game listings? There's some function that does that, (forget what it's called) use it whenever you turn the relevant GUIs on.
#5194
Really? I've never had problems with it. But isn't opening the relevant executable (i.e. CreateProcess()) exactly what ^T does?

Have you tried recompiling all rooms (there's a menu option) that might work
#5195
Advanced Technical Forum / Re: Spyware in AGS?
Thu 10/06/2004 17:11:28
<ominous voice>It would be in your best interest to stop discussing this conspiracy. Or else. Fnord.</ominous voice>
#5196
Okay, but my point was that a view would appear differently in the previewer, than in the game itself. I found out because I had an animation with variable height, that appears perfectly in the game but if you preview it, it jumps around a lot and the character's feet seem to move.

While we're on the subject of trivial details...

* font outline does show on GUIs in the game, but not while in the editor (i.e. if you have a font with auto_outline)

* for character 0, I cannot select view #1 as an Idle view.

* for any GUI, if I set: background color to 9, foreground color to 9, background color to 0, then foreground color to 0, THEN the background color is reset to 16.

* for consistency's sake with C, #0 should be a valid timer

* it appears that GetLocationName doesn't work from within RepExAlways

* putting Display ("") in your repeat_exec causes the game to inexplicably speed up; it's kind of weird
#5197
MrColossal -> I believe the point was that he was trying to determine the height of a hotspot. This can feasibly be coded using GetHotspotAt () and iterating over a bunch of Y values until you find it, though.

Zoro(c) -> You could manually delete all sprites (and words) you aren't using. That's what I do. For a decent game the AGS runtime is a lot smaller than the compiled graphics folders. Maybe an option 'move all unused sprites to folder X' would be useful, though.

SSH -> on_event (enter_room) is actually before the fade in. I would find another event for after the fadein very useful, actually.
#5198
"I guess it's in my nature to disable hazardous traps?" [or something, from KQVI, which I realize wasn't made in AGS. But it should have been].

The intro to Larry Vales II is great, too.
"Would you like to paint a mural of the rainforest on my wall" [or something, again paraphrased from memory]
#5199
Hints & Tips / Re: bug in cirque de zale??
Wed 09/06/2004 15:32:10
Does this newer version also allow you to click through conversations, or ESC through the intro? Because that would be much appreciated.
#5200
Small bug report:

in the view preview, the sprites are aligned by top. In the game, they're aligned by bottom.

if I define a struct thingy { int a, b }; and then define a thingy gizmo, then obviously the variables gizmo.a and gizmo.b are valid. However, checking ' if (gizmo) { do stuff } ' also works; does this actually represent a pointer to gizmo? It should imho be explained in the manual.
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