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Messages - SpacePaw

#41
I would keep everything but saves on the server side and just process mouse clicks. But to re-make the engine in those technologies would require much much much coding. Or even mucher! Or even the muchest!

EDIT:
and seriously...It's much better to just run the game on the server and send the rendered frames to the user just like microsoft and others are planning to do lately.
#42
AAAH! MY FAULT MY FAULT! I tried to do what progz suggested and I deleted whole save .dat file but...it still did save it. That's when i realized that there's some code executing before my function - And I found it! I forgot to delete one old function which did all that mess _-_
So sorry about that :/
#43
Good thinking Progz! outside the box :) But still that thing bothers me because who knows when I'll need to save some information to the file before load...

For now your idea sounds great though, thank you :)
#44
Save button click
Code: ags

if ( GetSelectedSlot ( ) == -1 )
// if there is no slot selected
{
  return;
}
else
{    
  if ( Game.GetSaveSlotDescription ( GetSelectedSlot ( ) ) )
  {
  // if the slot exists
    //Save last used load
    SaveResumeFile();    
    FreezeOptions = false;
    RestoreGameSlot ( GetSelectedSlot ( ) );
  }
}


SaveResumeFile(); content
Code: ags

{
    File *output = File.Open("$SAVEGAMEDIR$/ResumeGame.dat", eFileWrite); 
	  output.WriteInt(GetSelectedSlot());
	  output.Close();
    //HERE I INSERTED THE HACK BUT IT DIDN'T HELP AT ALL
}


SaveResumeFile() works just fine when called when saving game...Did I forget about something?
#45
Okay. I'm getting mad...All I try to do is save some text file before loading save slot (which idicates which saveslot was loaded last). I specify the path to $SaveGameDir$ but it writes it in the compiled game folder! It happens for loading only :/ - when saving everything is ok
Code: ags
File *output = File.Open("$SAVEGAMEDIR$/ResumeGame.dat", eFileWrite); 

I do close the file later. I thought there might be a problem with the fact that the game loads (maybe it screws up the path or something and game doesn't wait for the file to be written before load) - so I made a simple hack:
Code: ags
while(!File.Exists("$SAVEGAMEDIR$/ResumeGame.dat"))
      Wait(10);

but it still saves in the game folder and loads the game normally - like it ignored the loop completely.
And no my savegamedir isn't the game folder - it's in my documents - I checked - Saved files do get written in there. So any ideas?
#46
It would be REALLY nice to be able to rename files or copy them using the script just like suggested 5 years ago in this thread:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22163.0

Doing batch files to run your own app before running AGS isn't too elegant :)
#47
Like I wrote in other thread:
volume in the AudioClip would be appropriate if it was dependant on current volume. So if you set volume to 50% in audio clip it would be 50% for SoundVolume 100% and 25% for SoundVolume 50%. If you get my drift
#48
Quote from: monkey_05_06 on Fri 12/03/2010 03:27:53
Code: ags
// GlobalScript.asc

function on_event(EventType event, int data) {
  if (event == eEventEnterRoomBeforeFadein) {
    if (data == 4) Game.SetAudioTypeVolume(eAudioTypeFootstep, 25, eVolExistingAndFuture); // 25% volume for room 4
    else if (data == 10) Game.SetAudioTypeVolume(eAudioTypeFootstep, 42, eVolExistingAndFuture); // 42% volume for room 10
    else Game.SetAudioTypeVolume(eAudioTypeFootstep, 100, eVolExistingAndFuture); // 100% volume for all other rooms
  }
}


I don't see any eAudioTypeFootstep in newest AGS :) only Music, Ambient and  Sound. So we can't affect only footsteps. I go with Subspark's suggestion for adding volume to AudioClip. Furthermore it would be even BETTER if this volume was dependant on current volume. So if you set volume to 50% in audio clip it would be 50% for SoundVolume 100% and 25% for SoundVolume 50%. If you get my drift :)
#49
I just noticed that when you change the x or y of the button and it happens to be right under the cursor it doesn't change the graphic to mouseOver until you move your mouse.
Can it be fixed? Or is there a way around it? I tried mouse.Update but it doesn't help
#50
Ah god right -.- thanks I'm so dumb I totally forgot that
#51
I think the import function doesn't work for the global script in RC3.

Added in global script asc:

function Foo()
{
 //EMPTY
}

Added in global script ash:

import function Foo();

Added in new script asc:

function CallingFunction()
{
 Foo();
}

Result:

NewScript.asc(4): Error (line 4): Undefined token 'Foo'

Moving import line to new script .ash doesn't help - Script link error when running the compiled game...

Maybe you do things differently now? I didn't use AGS extensively for quite a long time now...
#52
Critics' Lounge / Re: Another background - C&C
Sat 06/02/2010 10:53:24
Quote from: ProgZmax on Fri 05/02/2010 19:26:43
If there's no light source then you can limit it to one 16 color gradient for all the walls since they will be equally dark :).

Ok progs - INDEED the gradient has the right amount of colours :) but how the hell did you make it? I have problems reconstructing it :)

Quote from: Jim Reed on Fri 05/02/2010 12:42:07
Ahem, does the character that lives there sit on the floor while using the computer?

Very nice background, I'd just add a chair ;)

Well there's a line in the script which says "my desk...I threw out the chair" since his computer is broken :)
#53
Critics' Lounge / Re: Another background - C&C
Fri 05/02/2010 11:07:04
Quote from: ProgZmax on Fri 05/02/2010 05:10:58
I quite like it but it's a bit dreary.  If it's meant to be dreary that's okay
It is meant to be dreary :) I even thought about a cobweb in the corner of the ceiling...

Quote from: ProgZmax on Fri 05/02/2010 05:10:58
Added a gradient texture to the walls which can be any range of colors you like (I've made three for you to look at).
I really like the outcome however it kills my efforts of trying to keep the color count low :) Doesnt it make the walls feel a little bit odd in comparision with the rest of the room?

Quote from: ProgZmax on Fri 05/02/2010 05:10:58
If the light is on in the middle of the room for instance, the left and right walls will have more or less diagonal gradients (with the lightest shade at the top left) and the ceiling will have a darkened area immediately around the lightbulb with the light radiating outward in a circle.  This is just something to be aware of!
The lightbulb doesnt work - as well as the switch. I went with an idea of cheep flat with lots of cheap/broken things. The only light comes through the window and it's not lots of it cuz it's night or at least evening. Didn't want to make the room all dark though.

Quote from: InCreator on Fri 05/02/2010 01:10:33
Great style but colors are a bit too much.

Hard to describe, but so much dark simply makes eyes tired. Figuring out what's drawn her is a challenge to my eyes, because everything's so dark.

*Sighs* yeah you're right. The bad thing is that I drew it on my laptop so all the colors are a bit off and different than I wanted them to be...

Thanks for the edits and comments :) And yes I'm quite proud of that room anyway :3
#54
Critics' Lounge / Re: Another background - C&C
Thu 04/02/2010 17:22:12
skirting idea looks fun :) I might just go with it :)
Still not sure about the chest width.

As for the closet door I wanted it to be obvious it's not a door to another room ;P
#55
Critics' Lounge / Re: Another background - C&C
Wed 03/02/2010 22:36:41
Quote from: Exsecratus on Wed 03/02/2010 22:30:41
I wonder how do I get these bright edges without look crap in my BG.
http://www.2dadventure.com/ags/IkariQuarto.png
I have issues only with the bright edge on the door to be honest. Rest looks fairly ok to me :)

Also it's good to make a separate thread about your bg so others can help you as well :)
#56
How about le chuck's beard adventures in guybrush's coat pockets? :) Action would take place between MI 1 and MI 2 :D
#57
Critics' Lounge / Re: Another background - C&C
Wed 03/02/2010 21:24:21
Quote from: Andail on Wed 03/02/2010 21:20:24
You could maybe vary that particular shade a bit.

Probably good idea. However I wanted everything but the chest of drawers look like made of the same material/painted the same way

Quote from: Andail on Wed 03/02/2010 21:20:24
it's about half as deep as the bed, which is a tad thick for a bedroom chest :)

It's very close to the bed, bed runs a bit further behind it. Maybe that's why it seems too big?
#58
Critics' Lounge / Another background - C&C
Wed 03/02/2010 21:15:22
Okay,
I spent some time making another background - this time for a game I'm working on for some time already.
I'm quite happy with the result but I don't really know how to further shade the walls and other flat surfaces... They seem too flat right now. It could use a wall texture or something. Or do you think it's good as it is?


#59
It is supposed to be empty and I think it still may look good if I add the right amount of detail to the ground...Maybe adding corn field and a water pump as well could help...

Glad you like the crater :)

*Sighs*

The sad part is I begin to lack the motivation as the background itself will be pointless without the game (MAGS ended)
#60



Okay, didnt have time (university - blargh) but I managed to edit cloud shape, crater and the road shape. More work awaits but I would like to hear what you think about edited stuff :)

EDIT:
Oh and btw. now the perspective has changed a little so I need to redraw the barn - I'm aware of it :)
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