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Topics - Stranga

#21
Hello everyone!

I'm not sure if this belongs in the beginner or advanced forums, but I can't figure out a way to implement it (if it's even possible). Basically, what I want to do is have one function that can set a path for a character to replace AGS's path finding system. Because I work with top down games mostly, the path finding looks a little janky and I want to avoid having to type [ character.Walk(x,y,ect) ] 10+ times. So I thought of this idea where I could have a function that I could add as many coordinates in it as I want!(Or maybe just a limit of 5-10).

So for example:

Code: ags


player.WalkPath(eBlock, eWalkableAreas, point x, point y, point x, point y, point x, point y);

//The player would walk to each point in a sequence until there are no more coordinates

//or even

player.WalkPath(eBlock, eWalkableAreas, pos1, pos2, pos3, pos4, pos5);


I'm not sure if this is achievable in this state, but even so, I thought throwing the idea out there may be interesting.

Thanks for any help or input in advance!
#22
Hello everyone,

I'm in a bit of a pickle. I want to make the enemy attack the player but then pause for a few seconds then follow/attack again (sorta like invincible frames)

Code: ags

function repeatedly_execute() 
{
  cEnemy.FollowCharacter(player, 1, 100);
  
  if (cEnemy.IsCollidingWithChar(player))
  {
//Enemy Attacks!
      player.Tint(100, 0, 0, 100, 90);
      PlayerHealth -= 3; //Player takes damage
      cEnemy.Animate(0, 9, eOnce, eBlock, eForwards);  
      cEnemy.UnlockView(eKeepMoving);
      player.RemoveTint();
      tickspassed = 0;
  }
}


This is what I have so far(trying to keep things simple...if I can)
Any help will be greatly appreciated :)
#23
Hello everyone,

I would like to know if there is a better way of implimenting a side-scrolling adventure game. I am currently developing one and I've noticed the system I'm using is a little jarring. The character walks left and right fine, but when inspecting a hotspot/region/object he lift/drops a pixel or two above or below the ground rather than stay on the ground (if it is making sense)

Screen: Here is how the game looks.
Spoiler

[imgzoom]https://i.imgur.com/sXCpNQu.png[/imgzoom]

Here is how I'm currently making the walking method.
[imgzoom]https://i.imgur.com/SMjupWg.png[/imgzoom]
[close]

I'm also using keyboard controls only, since I want to port my games to consoles in the near future.

Any help will be greatly appreciated, thank you all!
#24
Hello everyone,

I was wondering if there is a way to select dialogue options by using the arrow keys then enter on the keyboard rather than using numbers? I guess I would have to write up a custom script/GUI for such a thing? But that may require me to make up my own dialogue system, I'd rather use the built in one AGS has to offer.

Thanks again in advance!
#25
Hello everyone,

I've tried contacting a few people about this problem but to no avail. I've made games in 3.4.1 and the achievements worked fine, but my latest is made in 3.5.0 because I love the new feature. I've tried monkey0506's Steam plugins (both) and they done't seem to be working at all. There are no errors just nothing is unlocking. I've followed all the documentation and added the achievements accordingly, but I just can't wrap my head around this, I was also going to wait until the game was released to test out the achievements but apparently you can unlock them without having to release your game. So, in my conclusion I believe it may be the version of AGS but I am still unsure.

Any help would be greatly appreciated.

P.S I have tried contacting monkey0506, but seeing that he has not been logged in for a while now I'm not sure if he will return my messages.

Thanks everyone in advanced!

EDIT: I made an oppsie! I didn't add all the .dll files to my compiled folder. Hope this helps other's who come across this problem.
#26
Hello there!

Not sure if this has been suggested before or if it could be done, but I would like to suggest a scroll-able mouse option for the room editor. For example: if you click and hold the scroll button on your mouse you can drag and scroll the view of the room around in the editor rather than having to click the scroll bars on the side. I know the middle click is to copy room coordinates, but could implement another key such as the space bar or such to do the job.

This would speed up production time for me, and could aide other too.

Sorry if I come off sounding nit picky.  :)
#27
Hey everyone, I want to make an easter egg mechanic in my game where you would have to search a hotspot say like 50 times to get a special item(Big fat wink :wink:). Is there a way do do this? If not I 'll have to find some other way. Thanks in advance for your help :)
#28
Hey everyone,

I want to create a custom walk function where I can change a variable while walking then change it back when finished walking. If that makes sense? It sounds easy to do but I'm having brain farts at the moment and can't figure it out. Any help would be appreciated! :)
#29
Hey everyone,

This may be simple to someone but I haven't figured it out yet, haha! What I have is a custom dialogue system, which displays a portrait, text and the character's name. So far, I have managed to create a script to change the portrait to each character with their different emotions. Now, what I want to find i an easy way to find the character's Real Name in their properties and use that to change a label text. Right now, it only shows the player's name and not any other characters.

An Example.
Code: ags


//Jason Speaking-----------------
Speaking = cJason;   
player.Faceset("Huh");//Portrait
player.Speak("U-Uh...Hey!");//Text
CloseTextBox();//Close Textbox

//Abby Speaking-----------------
Speaking = cAbigail; 
player.Faceset("Huh");//Portrait
player.Speak("Can I help you, Mister?");//Text
CloseTextBox();//Close Textbox



Thanks in advance for your help! :D
#30

Hello everyone! I would like to showcase my latest AGS game, My Big Sister!

STORY
Play as Luzia in her quest to return home with her older sister, Sombria. After being abducted by strangers; it is up to Luzia to help them both return home. Help Luzia solve puzzles, uncover mysteries, find clues and escape the clutches of insanity in this original story adventure game.

FEATURES

  • Keyboard controlled interactions/movement
  • Top down RPG-like look/game play
  • Estimated 2-4 hour length game-play(roughly estimated)
  • Multiple endings
  • Steam achievements!
  • Original soundtrack(will be releasing soon!)
  • Languages include: English, Portuguese(Brazil) and Spanish

TRAILER

https://www.youtube.com/watch?v=fuHnVU0FT7k

SCREENSHOTS
Spoiler




[close]

GET IT HERE




OUT NOW ON CONSOLES!!!

Switch: https://www.nintendo.com/games/detail/my-big-sister-switch/

PS4/Vita: https://store.playstation.com/en-us/product/UP0891-CUSA15319_00-RATGAMYBIGSISTER

Xbox:https://www.microsoft.com/en-us/p/my-big-sister/9p5nw32vjqqf
#31
Hey everyone, I am using AGS 3.4.1 and a custom dialogue script. I have a trs file in Spanish and when I test it everything in a GUI or Display"" works fine. However, none of my character speech text is translated at all! I have checked the .trs file for line breaks and there are none. I have change the font of the speech/menu to try and debug this matter and nothing. I am running very low on ideas on what could be causing this issue. If anyone could help it would be greatly appreciated :)

Edit: The fault was I did not compile the translation file and the trs file was corrupted.
#32
Critics' Lounge / AGS Splash Screen Image
Tue 29/05/2018 11:41:49
Hey everyone!

I'm not sure if this is the right section to post this. But, I have made a quick pixel art splash screen for AGS if anyone needs/wants to use it. I've been using it in my my latest game and just felt like I had to share it with the AGS community for being so helpful! Enjoy everyone!

Resolution: 320x240
#33
Hey everyone!

I have been trying to figure this out for a few days now and I can't seem to find a way to fix it. Now, the game compiles fine. The issue is when it does compile, the .exe is extremely small in size and when you try to run it in the compile folder it pops up with this message:

Code: ags
ERROR: Unable to find game data files


The game runs fine in the editor though.

Thank you in advance for any help.

Edit: Sorry everyone but I solved my own issue...again.

What I did was delete everything in the compile folder then re compiled the game.
#34
Hey everyone!

I can't quite figure out how to do this. I've tried a few different ways and nothing. What I am trying to achieve is that when the player walks over a hot spot an exclamation mark appears above her head and when not disappears. The game is keyboard only so I'm still new to this.

So far, I've tried this:

Code: ags

function repeatedly_execute() 
{
int px = player.x - GetViewportX(),py = player.y - GetViewportY();
Hotspot*h = Hotspot.GetAtScreenXY(px, py);
if (h!=null){
  gHotspot.Visible=true;
  gActionText.Visible=true;
  lblActionText.Text=h.Name;
  btnExclaim.NormalGraphic=866;
  }
  else
  {
  gHotspot.Visible=false;  
  gActionText.Visible=false;
  lblActionText.Text="....";
  btnExclaim.NormalGraphic=0;
  }  
 }


gHotspot has the exclamation mark button in it and I added the action text to see if it works and the action text does, the button changing graphic does not.
Any help would be greatly appreciated.

EDIT

I solved it by changing this:

Code: ags

function repeatedly_execute() 
{
int px = player.x - GetViewportX(),py = player.y - GetViewportY();
Hotspot*h = Hotspot.GetAtScreenXY(px, py);
if (h.ID ==0 ){ //<CHANGED THIS ----------------------------------------------------------------------
  gHotspot.Visible=false;  
  gActionText.Visible=false;
  lblActionText.Text="....";
  btnExclaim.Animate(82, 0, 1, eOnce);
  }
  else
  {
  gHotspot.Visible=true;
  gActionText.Visible=true;
  lblActionText.Text=h.Name;
  } 



#35
Hello everyone, I want to use an item on a hotspot only once to get another item without losing the initial item. So far I've been using
Code: ags
if (Game.DoOnceOnly("GainItem"))


But I'm not sure if this is the best method/way to do this. Anyone have any ideas or experience on how to do this or is this way fine?

P.S wasn't sure If this sort of question should be posted here but any moderators are more than welcome to move it :)
#36
Hello everyone!

I want to know is there a way to give the player all inventory items they don't have? I'm making my own debug system because I will be using it as a cheats mechanic later on after the game is finished.

Any help would be greatly appreciated!
#37
Hello everyone, I'm not sure where to post this but it's been bugging me all night.

I'm using AGS 3.4.1.10 and every time I go to test the game I keep getting this error
Code: ags
Could not build target platform _Debug, because the file 'acwin.exe' is unavailable.


Plus the game exe doesn't show up anywhere after it's compiled. Anyone have any idea on what this is or what is causing this?

Thanks in advance

EDIT:

I seem to have fixed this by extracting another acwin.exe in the systems folder but now I have a new error:

Code: ags

Error: Access is denied
Version: AGS 3.4.1.10

System.Exception: Access is denied ---> System.ComponentModel.Win32Exception: Access is denied
   at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- End of inner exception stack trace ---
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at AGS.Editor.ToolStripExtended.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Solved: I found the reason after spending all night researching. It was Avast Antivirus not allowing the exe to run and even deleting it. I added the game files to the ignore list and works like a charm. Hope this helps other people who have the same problem.
#38
Hello everyone,

I am having trouble with a custom choices GUI I made. It pops up with a yes or no choices which each selection is chosen with the keyboard since this is a completely keyboard controlled game.

The trouble is when I have the GUI displayed everything works fine, BUT, the speech and text keeps going on in the background. What I'm trying to achieve is that when the CHOICE is selected (YES or NO) the text will change depending upon what choice the player makes. I have placed this on a stand on hotspot event.
#39
Hey everyone, this sounds simple but is driving me mad. What I am basically trying to do is to change a label text to = an inventory the mouse cursor is over an inventory item.
Except the game has no mouse control, It's a game made for keyboard
#40
EDIT:

I worked it out but it took a while. What I had to do was make 2 inventory windows 1 for the actual inventory menu and the other for the equip box.
Then I used this:

Code: ags
  InventoryItem *i = InventoryItem.GetAtScreenXY(InventoryWindow2.X, InventoryWindow2.Y);
            if (i != null) ItemSelect = i.ID;


I worked out that you need to gave a visible GUI to use GetAtScreen(Take it easy, I'm a newb at scripting)
But I may upload this inventory system I made if or when I get time. It's easy and simple to use if you want to make a full keyboard integrated game plus you use AGS's inbuilt inventory system rather than create your own from scratch. :)

Hey everyone,

Basically what it says in the subject (If that makes sense). What I'm trying to achieve is when the player has an "equipped item" do something.
For example:

player has a key equipped
(pardon the very watered down code)

if player stands on a hotspot and item.ID = 2;
{
Do something

}

So basically all I need is something to tell and set say a global variable "ItemSelect" what item ID is in the equip box OR at the top of the inventory window.
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