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Messages - Ryan Timothy B

#1201
I think it looks awesome Duals.

And yeah, sign me up for joining this thing! :P
#1202
This very issue you're having with this dialog GUI, isn't a result of what the dialog script file looks like. And I'm also assuming this issue is happening with every one of your dialogs -- which you haven't mentioned. If not, then yes, there is either a real issue here, or you've slipped some code in the room or globalscript (etc) where that particular dialog is called.

I still don't know how you could have your Dialog appear within a GUI, with a yellow background, etc, without you having actually selected the GUI for Dialog. OR you're turning on this GUI with these crazy character sprites as buttons and it's displaying behind the dialog GUI. OR you're actually using the dialog_options_render.

I can't see AGS doing all these wonky things unless perhaps some files got corrupted. Not that I know if it would be a solution, but try to rebuild all files in the Build drop-down at the top.


I believe that all of these issues are directly User related in error and not AGS. Only because I've never heard of these issues happening before and I can't see them happening unless you've done either of what I've posted above. Unless I (or another capable programmer) actually look at your game source code to determine what the issue is... I'll leave it at programmer error.
#1203
I find it odd that some of you have issues with the SayAt command because when I tested it and walked around random sized rooms, it seemed to work perfectly fine (unless the xy coordinates are displaying it off the top of the screen, it'll sometimes do random things). Is that the problems you all are having?

I still have no idea why dkh had his SayAt appearing to the right of the screen because when I used his exact code and had no issues. Perhaps game resolution has something to do with it. But then he said it was also doing it with the normal Say function. So you're thinking it's the character's size?
#1204
I edited my post shortly after you posted. :P

Is there any chance you have use low-resolution co-ordinates in script set as true? But I'm pretty sure the characters X would also be in low res, right? So the 264 should still be correct.

Do you have any 2x> filters being used? It's possible it's an unnoticed issue with the SayAt.
#1205
Remember that SayAt is based on screen coordinates not room coordinates. So if the character is off to the right side of a scrolling room, it'll appear to the right of the screen because your telling it to display beyond the 640 width. If the coordinates would have the speech box off screen, it will stop it at the very edge of the screen, never having the text 'off-screen'.

So you'll need:
Code: ags

function SayEx ( this Character *, String text )
{
	this.SayAt ( this.x - GetViewportX() - 100, this.y - GetViewportY() - 148, 200, text );
}


You don't necessarily need the GetViewportY, unless you actually have vertically scrolling rooms.

Edit: Reworded it to better explain how it's screen coordinates not room coordinates.


QuoteI checked the value of this.x and it is 256 (in a 640x400 room), so I don't see any reason why it would do that apart from being bugged.
Actually this part is starting to confuse me. If you actually meant 640x400 room and resolution, the only other issue I can see it being (if it's not due to being a scrolling room) would be the use low-resolution co-ordinates in script.
#1206
I believe the only way I could figure it out would be to look at the game source, which I'm willing to do. Or if you posted more information.
To be blunt, you're pretty vague and you don't seem to answer the majority of questions that they ask. Perhaps you deem them unimportant or you're completely baffled as to what they're asking.

You never did answer abstauber if you have a function called dialog_options_render. Which is an AGS function that you'd add if you wanted to make a custom dialog. Look in the manual for "custom dialog" if you're curious.

You've mentioned that we (mostly me) are a little patronizing, but it's mostly frustration with dealing on the constant lack of information. This isn't the first thread you've made; I read every thread in the beginners and technical forums, no matter how basic the questions may be.
#1207
Quote from: Khris on Thu 17/02/2011 11:54:31
Btw, making another sprite number 0 requires a huge amount of work (you have to set the blue cup to another number first and this is blocked by every single button that uses text, e.g.) so it's not something you do without really realizing.
I was assuming that perhaps when he started the game (if he's using the default template) that he may have imported his character sprites replacing the blue cup, key, poster and whatever else the default game is cluttered with.

I did something very similar to that when I first used AGS because I didn't want useless sprites in my sprite folder.

I've also never used a dialog bullet, nor have I used the dialog numbering, so I was trying to eliminate the possible issues that made most sense.


Also, looking at that GUI image above, you can see the head of the character on the bottom right corner -- looks almost like it's supposed to be a down arrow for scrolling. Are dialogs normally scrollable without doing any tweaking? Or are those GUI corners?
#1208
That wasn't what I was asking.
I wasn't asking what sprite the cFrankm character is using. I was asking what sprite number that bullet graphic that we see is. That very sprite we see, the little guy facing left, what sprite number is it in the sprite manager.

But as you're saying you still have a blue cup as sprite 0, then I can only assume that it's a game variable you've improperly set.


Also, something that was bothering me.
Please notice that your first post or title description didn't actually say what the problem you were having was. As far as we know, the ugly yellow background was the issue or the vertical line running down the right side, or even perhaps how the dialogs options weren't fitting on one line. Obviously with Khris' keen observation skills, no one had to ask you 101 questions on what the "GUI dilemma" was.
#1209
Quote from: barefoot on Thu 17/02/2011 07:30:26
the  Dialog bullet point image is set to 0.... so no image khris.
Curious, what sprite number is that character sprite being used as the bullet?
It wouldn't happen to be 0 would it?
#1210
I wouldn't go any other way than using a struct. So don't think he's teaching you improper or half-arsed methods.
Once you understand a stuct, which shouldn't be too hard if you experimented with using one, it'll save you unbelievable time and you'll NEVER go back.
#1211
Quote from: Darth Mandarb on Tue 15/02/2011 02:49:27
I've never understood how we have (in the modern world) let logic take a back seat to political correctness.  I can't speak for the "ratio" of the race of criminals in the U.S. but if a shepherd loses 20 sheep a year to wolves and 1 to coyote isn't it logical for him to conclude, when he loses a sheep, that it was a wolf that done it?  It's not species-racism or profiling ... it's law of averages and deductive reasoning.

One difference. Your point doesn't have any weight in this argument at all. Because 19 of the 20 cats that ran away and didn't return were more than likely hit by a car or adopted by families who thought it was a stray. Who's to say the 1 cat not in that statistic didn't return because a man from a foreign country, that happens to eat cats, ate it. Doesn't mean he eats cats or has ever eaten a cat. That in itself is racial profiling.

The whole 'convicted' rapist argument is that he's actually convicted. He's been proven guilty of raping someone. It's not that he lives in the same house as a convicted rapist -- it's that he's actually done it himself and been found guilty.

This foreign man hasn't been caught in his backyard slow roasting a cat on a spitfire. He just happens to live in a country that doesn't outlaw the slaughtering and eating of cats.


QuoteI find my analogy completely valid.  The cops would be fired from the force if they overlooked the convicted rapist in the neighborhood as a suspect simply because they were afraid of being accused of profiling.

Again. Racial Profiling. Convicted VS the prejudged notion that this man eats cats because of his unfortunate cat-eating laws of his home country.

As Calin basically said, if something was stolen, should the cops start breaking down black people's doors because they have a higher percentage of theft than white people? Your argument is that he's a convicted rapist, which outweighs any racial or statistical chance and probability.



I was talking to Ben304 one day on messenger and I asked him if he lived with kangaroos and crocodiles jumping and crawling around in his backyard. It just so happens that he's never even seen a crocodile in the wild. I haven't been to Australia nor have I seen many videos of it. I was merely basing it on my preconceived notion that every Australian lived like Steve Irwin; the crocodile hunter.

Your basing your believe that this man eats cats because there might actually be 5 restaurants in his country (completely hypothetical) that actually serve it.
#1212
I think it might be a glitch in the forum quoting system. Seems to miss out words that look like they weren't there but really were. Odd little thing.
#1213
Quote from: ProgZmax on Mon 14/02/2011 06:26:18
Seriously, nice work sparko $ ryano.

But.. But... I only posted a mockup of the background flares... But I'll take the compliments. :P


It is a nice splash graphic buddy. I like it.
#1214
Quote from: Darth Mandarb on Mon 14/02/2011 18:58:40
It has way too many problems, runs like shit on my machine (which it shouldn't), and if you post even the slightest bit of negativity on the minecraft forums (asking about the problem(s) or in ANY form of criticism) they just delete your post and ban your account/IP.  That's not how you run a "business". 

That's because you didn't post two in-game screenshots, Darth!  :=


Anyway, joking aside, yes. The guy is a complete business fluke. The game does run like rubish, but it is also getting better.. Of course he prioritizes himself differently than most businesses would by adding more features rather than fixing the already broken ones. I'm not sure I'm ready to completely drop Minecraft because of it.

You should definitely check it out once it reaches the 'completed' state.
#1215
Thanks for making this a very productive thread with nothing but edits of "jkdhdfhf", it definitely makes this thread useful to others.  Thanks.

Remind me not to offer help next time you ask a question.
#1216
Quote from: Calin Elephantsittingonface on Sat 12/02/2011 19:22:23
No, you only need to import *one* sprite after enabling the option. Then AGS will recompile the *whole sprite file* compressed.
Actually I believe deleting a sprite will work the same as importing, to recompile the sprite file.
#1217
This definitely reminds me of The 'burbs.
#1218
Quote from: Phemar on Sat 12/02/2011 11:37:25
Survival island is pretty awesome so far
Damn you've guys did a lot. It's too bad I had to work yesterday and today. :P

It was funny when we started it. I was the one who chopped the tree down and carelessly made picks instead of any torches. Didn't even think of how we'd see underground. We had to wait for the trees to grow again. haha
#1219
I actually started playing again, mostly because of those Yogscast videos. I found this gigantic cave vein and I totally burnt up 2 iron picks and have almost used up 128 torches (or more). I have no wood in my inventory. So I can't make another pick. I've been aimlessly wondering around trying to find my way home. :(

I need sunlight....


Edit: OMG, I'm out! That took me forever.. And oddly enough, once I got outside, I knew the direction of my house even though I was in the middle of a lake.
#1220
I gave that a try too by turning off the debug mode. Still the same issue.

I actually had it quickly skip through all the text in every dialog as though you were rapidly hitting the mouse button. Odd glitch. Just a complete output of all that they say in one instant blurp. Keeps doing it over and over with every dialog until you finally hit the shift key.


I've tested this before with IsKeyPressed. Escape will still never register if you've pressed ctrl beforehand.
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