Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Stew

#1
Hi Khris and mitlark.
Thank you for your answers.

I used negative values and the dialog options appeared!
Before doing that, it simply didn't display any dialog option.
Now, I'm trying to figure out a relation between those negative values and the position I want for dialog options.

So I can consider it solved. Anyway I'll write again once I find a relation between values and position.

Thanks.
#2
Sorry to write twice... Does No one know how to solve it?
#3
Oh!
I discovered now that function!!!
Thanks Adeel.
#4
Hi everyone,
I created a GUI and used it for dialog options. It's an ordinary GUI.
Then I wrote in function game_start() the following code:
game.dialog_options_x = 16;
game.dialog_options_y = 114;

(game resolution is 320x200)

It works perfectly... but only if the option "print dialog options upwards" is set to false!

I'd like to print my dialog options upwards, so I turned that option to true... and the Dialog options doesn't work anymore!
if I turn that option to true again, the dialog works!

I can't figur out what was wrong!!

Thank you.
#5
Yesss!
It was so easy!
I was thinking about a Scripting mistake!

Thank you geork!
It works perfectly!
#6
Hi everyone,
I'm trying to realize a music cross-fade.
I have two music tracks: aMusic01 and aMusic02.

I tried to do it in the following way:

1) Start the first track:

AudioChannel* CHAN = aMusic01.Play(eAudioPriorityNormal, eRepeat);
CHAN.Volume = 100;

2) Some scripts (not important)

3) Cross-fade between aMusic01 and aMusic02:

AudioChannel* CHAN2 = aMusic02.Play(eAudioPriorityNormal, eRepeat);
CHAN2.Volume = 0;
        int VOLUME1 = CHAN.Volume;
        int VOLUME2 = CHAN2.Volume;
        while (VOLUME1 > 0)
         {
         VOLUME1 = VOLUME1 - 5;
         VOLUME2 = VOLUME2 + 5;
         CHAN.Volume = VOLUME1;
         CHAN2.Volume = VOLUME2;
         Wait(1);
         }

The problem is:
This script doesn't work if aMusic01 and aMusic02 are inside the AGS "MUSIC" folder.
It works only if the tracks are in the AGS "SOUNDS" folder.
Why?
If this works only with the "sounds" folder, why don't use only sounds folder? Why is there the Music folder?
What exactly is the difference between those two folders?

Thank you.
#7
Oh I see. So, only Translation file can be changed.
Thank you Crimson Wizard.
#8
G'day,
I was wondering if it's possible to change Winsetup's options during run-time.
For example, is it possible to change language during run-time? Is it possible to start the game playing in-window-mode and then go full-screen during run-time?

Thank you. 
#9
Yesss!
You're right! I used a textGui, not an ordinary Gui.
Now it works well.
Setting game.dialog_options_x and y properly, dialog options are placed in the right location in the Gui.
Thanks khris!
#10
Hi, I'm new here.
I'm working on a short game and I want to use a text GUI for dialog options (not the black strip at the bottom of the screen). I created a text GUI, but it is always shown in the centre of the screen and it's not so wide too.

I'd like it was more wide and I'd like to translate it a bit down in the screen.
Is there a way to move the dialog option box and change its dimensions?

I read a lot of threads concerning dialog box, but I didn't understand how to do. I don't want to create a custom dialog system, I just want to adjust my text Gui size and position.

Thank you.

Stew
SMF spam blocked by CleanTalk