I've know AGS to crash after it has been open a long time, so it can sometimes just be worth quitting and reloading to avoid these kind of problems. Its very hard to track down such bugs, though.
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destx=(((mouse.x-gMap.X)*Room.Width)/gMap.Width)-System.ViewportWidth;
desty=(((mouse.y-gMap.Y)*Room.Height)/gMap.Height)-System.ViewportHeight;
diffx = destx-GetViewportX();
diffy = desty-GetViewportY();
int speedx = (diffx/10); //Set speed so larger distances are
int speedy = (diffy/10); //covered in the same time ie. scrolls faster
Wait(1);
xpos+=diffx%10; // Make sure we end up exactly on the spot
ypos+=diffy%10;
while ((ypos != desty) || (xpos != destx)) {
SetViewport(xpos, ypos);
Wait(1);
ypos+=speedy;
xpos+=speedx;
}
Quote from: arethaAnd then I renamed 1.vf1 and 2.vf2 and game runs fine. These files were the issue on KQ1 aswell.
Quote from: AGC2If we do another release of the game, I'll remove those .vf1 and .vf2 files from the game directory. They are not really necessary anymore.
However, in KQ2VGA you should not touch the 3.vf3 file at all. If you delete/rename the other two, it will still work fine, but 3.vf3 is required for the mirror cutscene to play, so you should leave that one fully intact.
Quote from: monkey_05_06 on Tue 07/11/2006 03:28:39
But if you want you can coin the phrase "workaround" instead of "solution." That's what I use. I would never refer to my b0rked module as a "solution."
Quote from: monkey_05_06 on Tue 07/11/2006 06:17:02
Helm is such a sociopath. He makes me laugh.
//At the top of global script
int Health[AGS_MAX_CHARACTERS]; //creates health variables for everyone
//At game_start section
int i=0;
while (i<AGS_MAX_CHARACTERS){
Health[i]=100; //All Health variables come 100 at the begining
i++;
}
SKMG.xbar_left=10;
SKMG.xbar_right=100;
SKMG.ybar_up=20;
SKMG.ybar_down=200;
SKMG.NumberOfRows=4;
SKMG.Speed=5;
SKMG.Varience=13;
SKMG.Max=98;
SKMG.StopAt=97;
SKMG.SlideDirection=up
SKMG.PlayGame();
SKMG.PlayGame(10, 100, 20, 200, 4, 5, 13, 98, 97, up);
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