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Topics - Rik_Vargard

#21

[Enter Name] has grown up in the orphanage of Metro City, capital of planet Antoryos, and thus has been given a role to participate in society by becoming a police officer.
with police academy friend Darcy they choose to patrol at night because of the ambient created by the lights of the city.


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#22
I have that .ogv file that's working fine in any video reader.
But when I launch it in AGS, the video part goes like twice as fast as the music, like they are unlinked.

Here's the code (I've tried it all :

PlayVideo("Music-01.ogv",eVideoSkipNotAllowed, 1);

.avi files work just fine in AGS, but I'd like to know why .ogv ones don't.

Anyone having experience in using videos in AGS?

#23
Hello,

So to be clear I've been adding walkbehinds all over my game.
> Draw the walkbehind area and set a baseline
In later rooms I've been using walkbehinds just fine.
But just not in that one, and that one only.

It's a bit late here to provide visuals, but at this point I'm just curious if some of you had experienced that and if there are circumstances that would make a walkbehind not working as it should?

Thx!
#24
Here's the problem:

The Object stays in front of the player.
BaselineOverridden = false;

I also tried
Code: ags
 oElevator04.Baseline = player.y - 1;

It only happens in this particular room.

Any ideas?

#25
Site & Forum Reports / Little Avatar problem
Mon 18/09/2023 18:59:28
Hello,
So I went to my profile to change my signature with an image that will link to my game topic.

After I did that and pressed "change", I know suddenly have a problem with my avatar, which was fine until right now.

Error message : The avatar you have selected is either too large or not an avatar.

My image is 150*150px and 10ko.

So I removed my signature to see if that was the problem but nope, the error is still there.

(and how can I delete a message I posted by error on the forums?)

What I am doing wrong here?

Thx!
#26
I asked chatGPT if it knows AGS and yes it does  (laugh)

So I asked it to write me a basic script in AGS Script for a puzzle where you have to move a box to open a door.
To move the box you must use a lever but it's broken.
To repair de lever you need a wrench but the wrench is in a safe that has a code.

So it came up with this:

Code: ags
// Declare global variables
global.hasBoxMoved = false;
global.hasLeverRepaired = false;
global.hasSafeOpened = false;

// Attach script to "Use" event of lever object
if (event_type == EventType.Use) {
    if (obj == lever) {
        if (global.hasBoxMoved) {
            player.Say("The lever is already pulled.");
        }
        else if (global.hasLeverRepaired) {
            box.Move(x, y);
            global.hasBoxMoved = true;
            player.Say("You pulled the lever and the box moved!");
        }
        else {
            player.Say("The lever is broken.");
        }
    }
}

// Attach script to "Use" event of safe object
if (event_type == EventType.Use) {
    if (obj == safe) {
        if (global.hasSafeOpened) {
            player.Say("The safe is already open.");
        }
        else {
            var code = player.Input("Enter the code:");
            if (code == "1234") {
                global.hasSafeOpened = true;
                player.Say("The safe is now open.");
                if (player.HasInvItem(wrench)) {
                    global.hasLeverRepaired = true;
                    player.RemoveInvItem(wrench);
                    player.Say("You found the wrench and repaired the lever.");
                } else {
                    player.Say("You found the wrench, but you don't have it in your inventory.");
                }
            }
            else {
                player.Say("Wrong code, try again.");
            }
        }
    }
}

// Attach script to "Look" event of door object
if (event_type == EventType.Look) {
    if (obj == door) {
        if (global.hasBoxMoved) {
            door.ChangeRoom(room_id, x, y);
            player.Say("The door is now open!");
        }
        else {
            player.Say("The door is blocked by a big wooden box.");
        }
    }
}

It does precise things that must be adapted like declaring the objects.

Does this make sense?
#27
I'm trying to see if it's possible to have NPCs in a room that are doing there thing while you control the player as normal.
I know how to make an NPC walk places while you play, but that's all I managed to do.

For example, while you play, I'd like to have one or more NPCs walk to a point, then stop, then turn Up, then start an animation then turn down again and then walk to a certain point.
Without interrupting what you're doing with the player character.
Like NPCs in a village doing their business, see?

Is this possible?
#28
Hello,

Well this never happened before.

- I created a new character NPC01
- I created the views etc.

NPC01 has to appear in the Room, then walk to the right and then FaceDirectionUp
But then this happens:



As you can see he's walking to the right but it's the Walk Up animation that's been used for some reason.
Here's the code; I even tried to force the Walk Right animation with cNPC01.Animate
Also, same thing happens when I make him walk to the left.

Code: ags


function room_Load()
{
 cNPC01.ChangeRoom (6, 36, 868, eDirectionRight);
}

function room_AfterFadeIn()
{
  cNPC01.FaceDirection (eDirectionRight);
  //cNPC01.Animate (2, 5, eRepeat, eNoBlock, eForwards);
  cNPC01.Walk (1205, 959);
  //Wait(1);
  cNPC01.FaceDirection (eDirectionUp);
}



Any ideas?


#29
Site & Forum Reports / Slow website?
Thu 12/05/2022 19:34:20
I'm wondering if it's just a me problem, but lately, every time I "click on something" on the AGS forums it takes like 8 seconds to "load" or "apply"?

And if it's just me, is there something I can do about it?

Thanks in advance :)

#30
Hints & Tips / Just Ignore Them: Brea's Story
Wed 16/02/2022 14:40:21
Hi,

Spoiler
I can't find the password for the janitor's locker at the hospital?
[close]
#31
Hello!

Now and then I have those questions that, I think, don't really need a whole new post.
But I want to learn; these are just out of curiosity.
I hope this isn't the wrong place for this  :P

So here goes for now:

1/ Is it possible to keep the Background Music playing when you start a video?
2/ Why use a Boolean when you can use an INT ( 0 or 1)?
3/ Why don't people use something like a "Game Installer" instead of just sharing the files "as is"?
4/ Do you use Hotspots or Regions to have the player change rooms when walking into/ standing on it?
5/ Is it possible to click through the transparent part of a Character's PNG image?

Thanks in advance for any answer, insight, opinion etc., much appreciated! :)
#32


In the future, Humankind has terraformed and colonized many planets...and is continuing to explore up to the far reaches of the galaxy.

[Enter Name] has grown up in the orphanage of Metro City, capital of planet Antoryos, and thus has been given a role to participate in society by becoming a police officer.
with police academy friend Darcy they choose to patrol at night because of the ambient created by the lights of the city.




Progress
This project is in it's very early stages (like Alpha 0.1) at this point as I'm still learning AGS and BLENDER but things are moving forward at their own pace.

My "stronger" skills : Story - Visuals - Audio ambient
My "weaker" skills (still learning) : Coding - Puzzle creation (I could need some inspiration for that when the time comes)

After some weeks wandering around in AGS and BLENDER I can say I'm excited to work on this project  :)

I really want to thank all the people that helped me so far on the AGS forums. Thanks to you I now know this modest dream of mine can become reality one day!

GAME CREDITS: (as for now)
Spoiler

MUSIC
Synthwave Game Boy by Infraction
80s Synthwave by MOKKA
Electronic by Artur Andreevich
Apollo by MOKKA
Arpy by Dan Henig

3D Models
Rik Vargard
Austin Beaulier
Nours
3DHaupt
Lee Alex Johansson
triplestriker25
Peter Primini
aitortilla01
antoniojmonteiro
tl0615
Gordon Zuchhold
Callum McMorran
Ilona Khovan
Georgia.Perry


BIG THANKS
Crimson Wizard
eriOo
arjOn
Khris
newwaveburritos
heltenjon
Stupot
Ponch
Cassiebsg
Mandle
Slasher
BarbWire
RetroLee
Cassiebsg
Matti
[close]
#33
Hello!

All right I'm out of options and tries:

All I want is to not be able to either click the ESC key to have the gPanel GUI appear in a room (main title screen room).

I tried to disable the ESC key in that room, or to disable the gPanel GUI so when pressing ESC nothing would happen.

The closest I got was making the Visible to false in repExec but of course it won't work because it shows up for like a millisecond then is invisible again

I feel it's just out there but I can't find the solution.
#34
Hello!

So now I'm wondering if it's possible that a Dialog Option is only shown if Player has that Inventory Item.

Example:
Option 3 "Give him noodles" should only be shown if Player has the Noodles.

For what I know you can't mix "regular scripts" and "dialog scripts" in Dialogs to "option-ON/OFF" an option (based on the "How To Use AGS" tutorials)

Just wondering if there would be an easy fix for this.. or not  :P
#35
Hello!

So here's the thing:

- Player has to go talk to Character. (so there's a player.Walk script, to x and y coordinates, to get to Character)
- While walking to Character, Player walks through Region 1
- Region 1 has a tint script (walks onto/off) .... (I also added a region [1].Tint(..) in room_RepExec because of testing the thing)

Player >>walks>> REGION 1 >>walks>> Character

Now:

- When Player "Walks" to Character and going through Region 1 everything works perfectly. Player is tinted.
- When Player "Talks/Interacts" with Character , Player will walk to coordinates, but when passing through Region 1, Tint will not work.

My guess is that the Region Tint doesn't work because the game is technically paused while Player is Walking to the x,y coordinates to Talk to Character.

Any ideas on how to fix this, if it's possible?


#36
Aaand you might say "Oh boy here we go again" but I really don't get it.

For all the things I've found on the forums I see a lot of complicated coding I don't understand yet, just to put a sound on a frame and also stuff about a channel just for the footsteps.
Are those still relevant?

Because I follow this amazing series of tutorials on YouTube on "How to use AGS" on a channel named densming.

They're still overwhelmingly relevant and very well done but of course, since that time some things have changed.

But one thing that's still there is that if I open let's say View1 and click on any frame, on the right side, in the properties, I have the option to select a sound for it.
If I understand it right, you don't need to name your audio file "Sound1" anymore because now there's a scroll down menu where you can choose from your audio list whatever the name?

Also, my sound is in .OGG file

So technically, in my head, I feel it should work just like that?

Or is it not just like that?

Any ideas?

Thanks!
#37
Hiya!

So, I'm out of options, research and ideas...

What I'd like to do is having some kind of global script thingy or something that would play "global music" while playing through the game whatever the room you're in...
BUT I'd like the new song to be random every time a song ends.

By now I know how to create a channel and have it play a random song but it's always the same song repeating once done.

I know the different song lengths might be a problem, but I don't care having a moment without music based on the longest song if I can work around the Wait() thing that stops everything.
The Wait() idea was to create a "non-blocking" wait time based on the longest song and then it would choose a random song again.

I tried some stuff in the global script repeatedly_execute_always() But it's a mess  :-D

Any ideas?

Thanks in advance!  :)
#38
Hiya!

So when my player is close to the left or right border of the room and he says something, The speech text doesn't appear on top of him but is shifted left or right, depending on the character position, like if the speech text doesn't want to go beyond some invisible border from the center.

I've found a topic talking about an invisible narrator that would follow the player but didn't understand it and it didn't work for me.
Scripting is as far on the other side of me as a thing can be, but I did this thing:

Code: ags

function hBed_Look()
{
  player.SayAt(player.x - 250, player.y - 500, 500, "I don't need to sleep right now");
}


And it works.

I don't mind copy/paste the thing every time but I wonder if there's a way to make the speech x and y values based on the player position something permanent?
Perhaps in the Global Script?

Cheers!  :)
#39
Here's the error message. The white line is the line with the error.
I made a new GUI (4) where the points should be displayed on object 1, wich is a label with no text.
I'm lost... help!  :P

error (line 14): undefined symbol 'health'

function game_start() {
 string Health;
 SetGlobalInt(10,100);
 if (GetGlobalInt(10)>0) {}
 else Display ("You are dead");
}

function repeatedly_execute() {
 StrFormat(Health,"%d", GetGlobalInt(10));
 SetLabeltext (1,4,Health);
}

Thx for any comment! :)
#40
I changed the grahics of the INVENTORY GUI (background, buttons), but nothing happens in-game. :-\ The game always shows the default one.
I can change all other GUIs but not this one... ???

Any suggestions?
Thx!! ;)
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