Judging by the class I took on cyber warfare and cyber terrorism, I'd say we're screwed once China decides they don't need the USA anymore.

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Show posts MenuQuote from: Khris on Mon 21/01/2013 00:47:30
That's funny, I never noticed the two additional links. The thing is, that page seems to be an old version, because if you click on "Starting off" in the contents tree, you'll get the page you're supposed to see. The old page only appears if you click the link at the end of part 9.
But you're right insofar as the manual needs fixing and so does its mirror here on the site (http://www.adventuregamestudio.co.uk/manual/)
Quote from: Khris on Sun 20/01/2013 23:08:27
Well, that was easy...
You didn't enter any text in the options' text boxes. Looks like AGS ignores dialog options if there's no text entered, which kind of makes sense since it uses that text to display the option to the user in the first place.
Granted, this is mentioned just in passing by the tutorial: "create three new options and type them in".
Quote from: Khris on Sun 20/01/2013 21:02:09
That's just the main script; we need all the source files.
In your game dir, delete all *.exe files in the _Debug and Compiled dirs to keep the file size small.
Then pack the game's directory using Winrar or 7zip or any other free packer.
Upload the resulting archive file.
Quote from: Khris on Sun 20/01/2013 16:11:12
Before doing that, you could upload your current source files somewhere and let us take a look at them.
Quote from: slasher on Sat 19/01/2013 21:00:40
As Khris points out you could also put the piece of script in the Global asc.
Go into the Global asc script and look for function game_start() (line 47 I believe):Code: AGS function game_start() { game.show_single_dialog_option = 1; // add this initialize_control_panel(); // this will already be there KeyboardMovement.SetMode(eKeyboardMovement_Tapping); // this will already be there {
Quote from: Khris on Sat 19/01/2013 20:24:25
All the line does is keep AGS from auto-selecting the only remaining dialog option. You can't break anything by using it.
Quote from: Khris on Sat 19/01/2013 16:16:38
I can replicate this by checking only one option's "Show" box and putting a "return" in the script for that option.
What happens is AGS notices that there's only one possible choice, and auto-selects it. The script is run, and when it gets to "return", it goes back to the choices. Again, the only active choice is auto-selected, and voilà  , endless loop.
Check your dialog options and make sure their "Show" box is ticked. ("Show" means the option is active or on, and is listed on the choice GUI, "Say" means the player will say the option after it was selected, as opposed to AGS jumping to the dialog script immediately.)
You can also put this in game_startCode: ags game.show_single_dialog_option = 1;
but this doesn't really fix the underlying problem. I'm mentioning it just for reference.
Quote from: RetroJay on Fri 18/01/2013 21:52:43Yeah, dialog 1 is titled dWares. Dialog 0 is the one leading up to it. That's what is confusing me.
Hi SDA.
Have you named the second dialog as dWares in the property window?
If not your game won't find it.
Only a thought.
Jay.
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