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Messages - Sektor 13

#481
Object it full square (has no transparent areas). I don't know why object.X== and object.Y == ; works fine than ? What is the different between if (GetObjectAt(93,37)==1) cJack.Say("blabla"); and object.x== .... than ?
#482
For classic 2d adventures 8 different turning options is more than enough, if you ask me, if the AGS engine becomes 3d (support of 3d maps) that more walking direction would be an good idea too..
#483
Thanks Brisby..
I hoped there is simpler solution, like if you are using old scripting you can write (GetObjectAt(x,y)>=0) and it gets all object, with no extra writing..

So any idea why  GetObjectAt(x,y) doesn't work (first post )..?
#484
Now i used  o"objectname".x == 93 and  o"objectname".y == 37 and it works fine .

And another questing, how can you define multiple objects in one line ?

like: 0bject[from 3 to 7].X ==93.... ???

so that the code would look if object 3,4,5,6,7 are on x==93 .
#485
I am trying to use GetObjectAt(x,y)... But it just doesn't work, i tried with object based (2.7) command too.
Like this:

if (GetObjectAt(93,37)==1) cJack.Say("blabla");

or.

if (Object.GetAtScreenXY(93,37) == oPIC1) cJack.Say("xdalkhjd");

I puted the code on the hotspot -> interaction click code (so if you click on hotspot and object is in those coordinates Jack should say the lines..) but it doesn't.

I even tried to put the code to "Enter room for the first time" script, but it still doesn't work.

Object is set on those coordinates, i checked in the editor, and later even used move command for object to 93,37 co. but it still doesn't work.

Using ags 2.7...
#486
Advanced Technical Forum / Re: Character skips
Tue 16/08/2005 22:28:41
Hey reviving old thread again . I have same problem in version 2.7, but not always, sometimes when character is resize in about 70% he is moving jerky, like game slowing down and than speeding up again. If the character is resized more than about 70% it moves normaly and smoothly or if it is bigger than 70% but this middle one looks strange.
#487
Nice picture, i would add a nice picture of worm's grandmom ;D
#488
hey thanks, i used character.loop and it works fine !
#489
Well game is 34,5 mb under ZIP, soo much about shortness :) I will try to upload it, maybe on wednesday when my friend comes home..

I deleted the room, and recreated it, same pictures, objects and script.. it works fine now.... := (I have old backup of ROOM 7 thou, hehe)
#490
As i have used all loops(15) in my main charaters VIEW, i must asign him a view if i want for him to animate, ok Lock.View..., character is turned up, he does an animation, and the i call UnLock.View, but when i do that, character turns down (i think it calls the first picture of the original VIEW), i call cript that he turns back up again, but this looks like quick flash and it doesn't look very nice. So how can you make character to face location the same location as he did befor animating, (if you must use another loop).

By the way, it would be nice if there would be more that 15 loops in each view. At least 30 would be fine. ;D
#491
Quote from: [ ... ] on Sat 13/08/2005 09:40:34
I come across this error from time to time, and I'm still not quite sure what causes it. I always thought my < 200MB free hard drive space would be the reason...

Anyways, to prevent it, simply don't use the "Test Game" option in AGS but use the windows explorer to locate your created game EXE and launch it from there. That does the trick for me.

Nope, doesn't work for me... :(
#492
Room loads ok in the editor.

I am using SLOW MOVEMENT script (which usese global script too) and a prettly large sprite (as an Object). But i tried to comment all scripts (so that room was without any commands to execute), but it is all the same. Still wondering why does it work in 2.62 ?

I didn't use any Raw Draw

And i don't have 1.675 Bbs of memory :) only 512..
#493
i tried both (save with 2.7 and only copy the backup-last saved with 2.62) :'(
#494
I got:
ERROR:Out of memory:Failed to allocate 1756690944 bytes (AT =3336)

I get this eeror when loading room 7. I think i got it when i upgraded from 2.62 to 2.7. As i tried old back up, that works normaly under 2.62 but even if i copy room7 to my current game it still shows the same error.. Any idea ??
#495
Quote from: Scummbuddy on Fri 05/08/2005 15:44:41
you could fill your inventory with "blank" inventory items with no interaction, and remove one when you add a new inventory item, giving the illusion that they are just placeholders, which they really are.

Yes i thought of that too, but, i am still looking for the simplest solution, maybe in the next AGS version? ::)
#496
Is it possible to move inventory items freely trough out the inventory slots, like in the DIG when you could rearange all items wherever you d like. As i see, this is possible to some limit, you cannot have a blank slot betwen two items, item is always added in the first new empty slot.. or is there any other possibility /i know that in 2.7 you can manipulate items a bit more, but still doesn't allow enpty slots betwen.. ???


Edit by strazer (to not bump the thread):

Quoteitem is always added in the first new empty slot

The new Character.AddInventory function has an optional index parameter.
#497
small updated on story, and new pictures ...(first post)


new work in progress:

#498
But this doesn't happen when in windows or other games ??
#499
Advanced Technical Forum / Re: NewRoom Bug !??
Wed 06/07/2005 16:17:22
thanx, i will try to do that
#500
Advanced Technical Forum / NewRoom Bug !??
Wed 06/07/2005 14:44:57
I have a room that has two exits (left and right). When you enter the right side it works normaly, but for left side throws and ERROR that says, NewRoom..** is already quied....

This is the code i wrote:

//enter new area arrows----------------------------------------------------
     if (GetWalkableAreaAt(mouse.x,mouse.y)==11) SetMouseCursor(0); //up
else if (GetWalkableAreaAt(mouse.x,mouse.y)==12) SetMouseCursor(1); //down
else if (GetWalkableAreaAt(mouse.x,mouse.y)==13) SetMouseCursor(3); //left
else if (GetWalkableAreaAt(mouse.x,mouse.y)==14) SetMouseCursor(5); //right
else     SetDefaultCursor();

if ((IsButtonDown(RIGHT) || IsButtonDown(LEFT)) ==1){
if (GetWalkableAreaAt(mouse.x, mouse.y) > 9){
   RestoreWalkableArea(10); 
}
else    RemoveWalkableArea(10); 
}
//if (GetWalkableAreaAt(player.x,player.y) == 11) NewRoomEx(87,40,89);
//if (GetWalkableAreaAt(player.x,player.y) == 12) NewRoomEx(87,40,89);
if (GetWalkableAreaAt(player.x,player.y) == 13) NewRoomEx(104,299,130);
if (GetWalkableAreaAt(player.x,player.y) == 14) NewRoomEx(102,53,145);
//end of mouse cursor interface--------------------------------------------

Explanation of the code:
When mouse cursor goes over the walkable area 11,12,13 and 14it shows custom cursor (left,right, up and down arrow). In our cas only the left and right. When player clicks on that walkable area, walkable area 10 goes ON, so player can move trough it. But as i complicate thing while writing :) i uploaded this picture:
If I put line"if (GetWalkableAreaAt(player.x,player.y) == 14) NewRoomEx(102,53,145);" higher than "if (GetWalkableAreaAt(player.x,player.y) == 13) NewRoomEx(104,299,130);" it works, but this is still strange. (i tried using {} too, but it is the same).



All other rooms work normaly with this code, except this one.
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