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Messages - RetroJay

#521
Hi Khris.
It's me again! ;D
As you know I am using AGS 2.72.
I am also having probs with changing rooms. Since learning more about scripting I have been changing everything to script rather than using the predifined lines within the editor. However in the editor it says "Player - Go to a different room (12,0)" which works just fine. The player leaves the left side of the screen and appears in the next room on the right side.
But when I change this to pure script "player.ChangeRoom(12);" as it states in the "Text script equivalent code" the player leaves the left side of the room and appears in the next room on the left side (Which is wrong as he is then stuck in a wall).
The only way I can get it to work is to assign X and Y cords to "player.ChangeRoom(12,309,157);"
Is this the way to do it or am I missing something here?

Thanks. Jay.
#522
Hi Sektor 13.

Thanks.
I saw the intro AVI by just double clicking on the AVI file. I then deleted it and tried the game and am happy to report
that it is working.

I have only just began but I like the look of it already. I am looking forward to continuing tomorrow.
Thanks again.
Jay.
#523
Hi all.

I downloaded this game and was looking forward to playing it.
But alas I cannot play cos as soon as the game starts I get a black screen. I can hear voices and sound fx but then an error message appears
with this-
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x01F0BF50 ; program pointer is +6, ACI version 2.61.747, gtags (766,98)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

(Room 99 script line 6)
----------------------------

Any help would be wonderfull.
JAY.
#524
Quote from: DazJ on Sat 28/06/2008 17:37:33
Hi Khris...horizontly. When I run the game it's either what appears to be 1 pixel to the left or 1 to the right. Then of course I move the object 1 pixel forward or back in the editor and then it's too far to the direction I moved it....if that makes ANY sense lol.

Hi DazJ.

It makes perfect sense as I have had the problem myself (numerous times).
I posted sometime back now about the same thing. People then told me about having objects on "even coordinates" but this didn't always seem to work.

I have found that if it is out (horizontaly) then I keep adding a line of transparent pixels either to the left or right and sometimes both until it is correct.
and the same goes for Verticaly (except the pixels get added to the top or bottom or sometimes both).

However in some cases I have had to add lines of transparent pixels all around my object to get it to align properly.
I have found it to be a case of try, fail, try, fail, try and eventually YES!! just how I want it.

Hope this helps.
Jay. 
#525
Hi Khris.

Sorry. I think I have solved the problem.
Code: ags

  // script for Room: Player enters room (before fadein)
   object[0].SetView(7,0,8);
   object[3].Visible = true;
   
  // script for looking at wardrobe door hotspot in living room 
if (hotspotlooked==false) {
   hotspot[1].Enabled=false;
}
if (hotspotlooked==true) {
   hotspot[1].Enabled=true;
}
  // script for looking at wardrobe door object in living room 
else if (objectlooked==false) {
   hotspot[1].Enabled=false;
}
if (objectlooked==true) {
   hotspot[1].Enabled=true;
}
  // end of lookat script


See originally I had them all set to "If".
Then I thought to myself that maybe the first line of the "objectlooked" section should be "else if".
I tried it and now it seems to work just fine.
When I had them all set to "If" AGS ignored the "hotspotlooked" section and only the "objectlooked" worked for some reason.
However if you can still see something wrong or a better way then please let me know.
That should be all for now....I hope. Sorry if I've been a pain in the arse.
Thanks.
JAY.
#526
Hi all.

I need some more help. :(
When you script "Bools" is this how its done or am I missing something.

Code: ags
// main global script file

// look at hotspot in another room
bool hotspotlooked;
export hotspotlooked;

// look at object in another room
bool objectlooked;
export objectlooked;


You see the prob I have is if I just put the first two lines and test my game then it works fine.
But by adding the next two lines for my object and test my game the first two lines are ignored and only the object is recognised.
I thought I had this worked out but alas not.
Any help would be wonderful.

P.s. What I am trying to do is: I have a wardrobe in one room with two doors. Now one door doesn't open and is just a Hotspot. The other door is an Object and animates (later) to open. I want to be able to look at either door and that makes a Hotspot in another room become visible.
Thanks.
JAY.

#527
Thanks Khris.

I see it all now, some of it. ;)

Thanks again for your help.

Jay.
#528
Oh Yes!!

This is fantastic.
Thank you all ever so much.
This is just how I needed it to work and now it works wonderfully. ;D

Can this also be done with Interact by changing "hotspotlooked" to something like (I don't know) "hotspotinteracted"?
Also can this script be used with Objects in the same way?
Once again Thank you all very much.
JAY.
#529
Hi again.

I thank you both.
You have been most helpfull.
I haven't tried this yet but I can see my error in putting "visible" instead of "Enable".
I will have to try this monday now as I have to work weekend and must try (if possible) to get some sleep.
I will let you know if it works Monday (All being well).

Thankyou and good night.
JAY.
#530
Hi Dualnames.

Thanks for your reply. However I can't seem to get it to work. It didn't even like the "Enable/DisableHotspot" lines I Had to change them to
"hotspot[1].Visible = true" before it would even test my game. I have gone over and over it to make sure I have done it right.
I have done exactly what you told me to do (and type) but no luck. The hotspot in room1 just stays off.
Just one thought.  "hotspotlooked" is that how it is or should that be the name of my hotspot.
Sorry and thanks.
JAY.
#531
Hi Peeps.

First of all I am using AGS 2.72.
I am really pleased with myself cos I just sorted a prob all by myself. ;D Well I can't take full credit as the manual did help.
But I have another prob that I can't find the answer to.
Lets say for instance I have two rooms (lets be clever and call them 1 and 2). Now I start in room1 and can't find anything to look at. So I go into room2 and look at a picture (Hotspot/object) which gives me some dialog. This part is not a prob. But now when I go back into room1 a Hotspot that was hidden before is now visible.
The thing is I only want the hotspot in room1 to become visible only if the player has looked at the (Hotspot/object) in room2.
Is there a way of doing this.
Many Thanks.
JAY.
#532
Hi Gilbot.

Yeah. I tried that but didn't find what I needed.
and to be honest with you now that I know how to script it I still can't find anything about it on the (Offline) manual.

I haven't tried the script yet. But I do hope that it works as I forgot to say that I am using 2.72. ::)

Jay.

Edit: SHIT!!
        I have just found it on the (Offline) manual.
        Sorry all I must have gone right past it.........Or there are dark forces at work trying to prevent me from completing my game. ;)

Thanks.
Jay.
#533
Wow! A reply from the man himself.

Thank you for the link to the manual. I haven't been able to find it (for some strange reason) from the home page.
I was looking at the Wiki one. ::)

Anyway. Thank you very much.

P.s. Without trying to sound like a butt kisser- AGS Rocks. ;D

Jay.
#534
Hi everyone.

I have been looking at the online manual and browsing the forums trying to find the answer to my question with no luck.
All I need to know is how does one script the line "Conditional: If Player Has Been In Room".
In the script editor it doesn't show a "script equivalent" of this.

Lets say for instance that you are at a door in room 10. It doesn't open because you have not been to room 2.
But if you have been to room 2 then the door in room 10 opens.

I know the "If player previous room" script but this doesn't give me what I need.

any help would be fantastic.
Thanks.
Jay.
#535
OOoopps!

The script doesn't seem to help JP.
Sorry JP. I put this as SOLVED cos I thought it was.
I just got back today and read your message.

I don't know how to fix your problem. But hopefully someone will. ;)

Edit:- Works like a treat for me though!! Ha Ha. ;D
Edit:- I can't seem to get rid of the "SOLVED" thing on this post. I hope people will read it and try to help you.

Jay.
#536
General Discussion / Re: Copyright question.
Sat 07/06/2008 04:44:45
S**T.
I kind of guessed it would be. :(
But thanks for clearing that up for me.

Hell. I would love to use some of her (ENYA) music.
I must get in touch with her somehow and ask if I can use her music.

Thanks.
Jay.
#537
General Discussion / Copyright question.
Sat 07/06/2008 02:55:48
Hi everybody.

Just been thinking ( A dangerous thing to do I know! ) ;D
But if I want to put a music track to my game from a CD I already have and ( as far as I know no one can copy it from my game files ) share my game with you good people.
Is that still breaking copyright rules ?

It's a beautiful piece of ENYA work and would love to have it in my game.

Like I said it's just somethi'n that I'm not totaly sure about and would like some clarification.

Thanks.
Jay.
#538
Hi Gilbot.

Oh boy do I feel stupid. :-[
Of course you were correct it was the blocking that was the problem.
It all works now wonderfully.

I really do not know what the hell I was doing last night. The amount of times I have used the "First time player enters room"
yet last night I just couldn't seem to get my head around the prob so eventually gave up.
Today however I read your reply, loaded AGS up and my game, and BINGO! sorted it with no sweat or tears.
I think my brain may have encountered a "Fatal Exception Error". ;D

Anyway thank you very much.

Jay.

#539
Hi peeps.

Please help me I'm going mad. :(
First of all I am using AGS 2.72.

I am begining to panic cos I feel that something is going wrong!

I am trying to make some things happen the very first time you enter a room. (I do not want them to happen again).
All I want is for the character to enter the room, walk to a specific point, face a direction and say something. Sounds simple doesn't it.
However if I open up the "Player enters room for the first time" tab and run a script and type what I want i.e. "character[whatever].walk(?,?);"
and then "character[whatever].FaceLocation(?,?);" it doesn't work.
Although if I use the inbuilt comands within the editor everything works.
What the hell am I doing wrong?

Please help me.
Thanks.
Jay. 
#540
Hi Guys.
Sorry it took a while to reply. Been having some probs getting on here today.
Anyway I am pleased to report that Gilbots untested script works a treat.
My animation now stops exactly where I need it to.

My thanks also to skuttleman.
I haven't tried your script just yet but I think it will help when it comes time to start my animation again.
You see my machine (in the game) gets moved to another room so I will want it to animate from the frame it stopped at in the previous room.
From there it will just keep looping as there will be nothing else the player can do with it.

Once again thankyou both very much.
Jay.
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