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Messages - Rulaman

#62
Thanks for your answer.

The first point is not my main problem but now I know about this behaviour.

What about the 124 time changes?
What reason is this?


Edited the wrong line in the second diff in my first post.
--         <FileLastModifiedDate>2008-11-08 18:16:30Z</FileLastModifiedDate>
++         <FileLastModifiedDate>2008-11-08 19:16:30Z</FileLastModifiedDate>



I see it is exact one hour.

#63
The ability to set the loop and not only the view of animating cursors would be nice.

For example like Sierra's King's Quest 7 where the mouse-cursor changes when its over a hotspot.
If I had e.g. 20 muse cursors and it changes to the inventory item when i click in the Inventory on it. It animates/changed when i move over a hotspot.

At the moment I need 20 view for this. But an option to set the loop will decrease the needed views drastical.


Greetings
Rulaman
#64
Hi,

I have a strange behaviour.
I open AGS and load a game. Without any changes i close it and Click "yes" to save the game.

When I run a diff between the last change and the current version of the game.agf it gaves me 126 changes.



Why is this?
I get two errors of the first one
--         <ScriptName>aMusic1</ScriptName>
--         <SourceFileName>music\music1.mid</SourceFileName>
++         <SourceFileName>music\music1.mid</SourceFileName>
++         <ScriptName>aMusic1</ScriptName>

and 124 of audio-date changes
--         <FileLastModifiedDate>2008-11-08 18:16:30Z</FileLastModifiedDate>
++         <FileLastModifiedDate>2008-11-08 19:16:30Z</FileLastModifiedDate>

only one seconds or so.

It is annoying when you set your files under source control and want to see the diff, when you add rooms or sprites or something else.

Greetings
Rulaman
#65
Quote
You mean, data right at the end of the file with no obvious purpose?
Yes

Hi Denzil Quixode ,


I didn't have much Information, but I could write it down.
for the first step you could have a look at my code. Code
Its not the best, because it was only for testing purposes.

But for short "WGT Font file  "<length of file>
the length is encoded in big endian and the upper byte is one bigger.
Example: "WGT Font File  " 7406(Hex) the length of the file is 1908Bytes  0774(Hex) -> 74 07 [swapped] and one minus -> 7406

Then it goes (129 chars) [see code] width (Byte) Height (Byte) <bytes to decribe the char>
if the width is smaller than 4, so only one nibble is encoded, if the char is smaller than 8 so one byte is encoded [see code]

so far so good  ;D

If you found out more, please tell me.

There are some Qt specific parts. Please ignore them. The important thing is the code itself.
Code

Greetings
Rulaman
#66
Radiant could you send his source code.

I did also a little research in the net.
I found out about 50 percent by investigate the differences.
I haven't a doku, but I could send you my information and some source code.

So I have the byte-order and the bytelength.
But There is alo a tail, I didn't know about.

Code: ags

|----------|
|    ok    |
-----------|
|  not ok  |
|----------|
#67
It's really simple.

Make a gui (transparent if you wish) and place a label on it.
As label text write simple @OVERHOTSPOT@.
Make the GUI visible and place it somewhere on your screen.

In the manual search for: Interface text
@OVERHOTSPOT@ Name of the hotspot which the cursor is over

Greetings
Rulaman
#68
What about a function to find out if a room exists?
Game.RoomExists(int room);

e.g.

Quote
if ( Game.RoomExists(23) )
{
 player.ChangeRoom(23);
}
else
{
 player.Say("Room not available.");
}

It is extremly useful in the development time.
If you have your Roomnumbers, but not implemented it, you can prevent an error and a program termination.


Edit:
What about a new debug level, where you can set the global variables.
Like the Teleport debug.
#69
Do you mean a GUI like this?

The ingame Screenshot on the right.
http://wiki.maniac-mansion-mania.com/wiki/Rhythmen_zum_Reinbei%C3%9Fen

Then you can download several "GUIs" on this site.
http://www.maniac-mansion-mania.com/index.php?option=com_contentask=category&sectionid=2&id=3&Itemid=76
Choose a Starterpack and try this out.

German site.
#70
What about a FaceCharacter-Property, beside the player starting room, x and y coordinates?
So you can set your character in the staring room at x,y and face it to an direction (Left, Right, Up, Down).
#71
Ok,

then I wait what Guyserman82 say.
#72
Hi Guyserman82,

I downloaded the code and made a quick overlook.
It is horrible formatted.

At first i changed the formatting (will post this later, have it on my other computer; only changed the GlobalScript.asc and .ash)

The next is to update the syntax. I made a little already. The rest is only a matter of time.

Edit:I thing i found a bug, when is ran, the guy only slides over the platform. If I fall down, he ran with animation...


Rulaman
#73
Hi abstauber,
Im' not Rocco  :)

I already modified this variables.

Let me describe my problem a little more precise.

I have a dialog with 7 options and a DialogGUI with five dialog lines (as shown in the picture.)
At first i want see the first four dialog lines and in the fifth line my down arrow.

Now I press my down arrow and get in the first line an up arrow, in the lines two till four my dialog options and in line fifth an down arrow.

At the end of the dialog only the up arrow is shown in the first line and the last four dialog entries.

I hope it is now clear. I though the picture was self explaining.

Rulaman
#74
Hi Abstauber,

is it possible to modify your module so, that the up- and down arrows are over and under the text like in this picture?


http://img145.imageshack.us/img145/8706/dialogtemplate.png



The first part is a little modification of the available parameters.
The next three parts are the behaviour that i want.

The second part is in the middle part of an scrollable dialog.
The third part is the module start.
The fourth part is the dialog end.


Greetings
Rulaman
#75
Try to start your game in debug mode and press Alt+A.

It shows then only your walkable areas. Pess Alt+A again and you get back top the game.
Try to Switch between the two modes and move your player in small steps along the room.


PS: The red part is in the game black due to the characters position.

Greetings
Rulaman
#76
Hi,

I had problems opening a template created with 3.0.2 SP1 with the new BETA (3.2 RC1)
The templates delivered with this Version seems to work.

The error is:

Code: ags

---------------------------
Adventure Game Studio
---------------------------
There was an error creating your game. The error was: Unable to extract template files.



Error details: AGS.Types.AGSEditorException: Unable to extract template files.

   at AGS.Native.NativeMethods.ExtractTemplateFiles(String templateFileName)

   at AGS.Editor.Tasks.CreateNewGameFromTemplate(String templateFileName, String newGameDirectory)

   at AGS.Editor.GUIController.CreateNewGame(String newGameDirectory, String newGameName, GameTemplate createFromTemplate)
---------------------------
OK  
---------------------------


Is this a problem with the templates or with the RC1?
#77
It seems, that you did not have all files.

The error messages says that the 'AGS.Native.dll' file is missing.

Try to install it new, or try to extract all files from the archive.
#78
Here, uploaded just a few minutes ago. ;D

AGS271beta3b.dmg - 1.09MB
#79
Theres already a solution for this.

I looked only for a more 'descriptive way'.

So this thread can be closed.

a little example

Code: ags

	Object *objAt = Object.GetAtScreenXY(mouse.x, mouse.y); 
	Hotspot* hotAt = Hotspot.GetAtScreenXY(mouse.x, mouse.y); 
	if ( null != objAt ) { o = objAt.ID; }
	if ( null != hotAt ) { h = hotAt.ID; }

	// globig (Strg+F globig springt hierher)
	// Eingangsflur Erdgeschoss [entrance hall lower]
       if (( r == 31) && (h == 1)) location = OpenCloseExtension (10, location); // Haustür [main door]
  else if (( r == 31) && (h == 2)) location = OpenCloseExtension (11, location); // Wohnzimmertür [livingroom door


This is from an MMM-Template.
#80
@KhrisMUC

if you use in an if-query accidently something like

Code: ags

if ( number = 3 )
{
}

instead of the == term, your compiler does not complain.
But you get the wrong behaviour (behavior).


So i always write the constant thing first

Code: ags

if ( 3 = player)

because this gives me an error if i forgot the second =.

In my upper example an accidently forgotten = is always right, because of

Code: ags

if ( objAt = null )

is always true.

That's why i wrote this lines in such a curious way (for some persons).




@all

Now I understand this.

But my Problem is/was:
I want to use this the GlobalScript and want to query something like this

Code: ags

if ( (room == 1) && ( objAt == oDoor )) ...


but now i know I can't, and use my old solution with
Code: ags

if ( (room == 1) && ( o == 1 )) ...


because oDoor is my object 1.
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