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#161
Hello everyone, I've let this slide for most of the development process, but now it's getting on my nerve. When you use an item, lets say a key, and you transfer to a new room. the player is still holding that item(the cursor still in item use mode.) I am using the TWO CLICKER HANDLER script also.
Any help would be greatly appreciated :)
#162
Excellent! Works Perfectly! Thanks yet again CW!
#163
I think so.
Edit My bad I missed a line in the code
#164
I have yes, the error seems to be coming from here:


Code: ags
function ReplaceFontOnAllGUIs(int old_font, int new_font)
{
  int i = 0;
  while (i < Game.GUICount)
  {
    ReplaceFontOnGUI(gui[i], old_font, new_font);
    i++;
  }
}
#165
Thanks for the edit also CW. I've tried the code, when when I compile or test I get this error
Code: ags
GlobalScript.asc(497): Error (line 497): Undefined token 'ReplaceFontOnGUI' 
#166
Thanks CW, that script is a great idea! I just have a question though. Is there a way I can use that loop in the function that already switches the translation fonts? or would I have to use the
Code: ags
function ReplaceFontOnAllGUIs(int old_font, int new_font)
#167
Hello everyone, my game has several translations, and I have custom made a font to suit some languages. However, The dialog and display font changes perfectly, but any GUI font's do not change from the default font.

Here is my code to change the games font when changing languages:

Code: ags
        case 8: if (Game.ChangeTranslation("Russian"))
      {
         // game as changed translation
         Game.NormalFont = eFontfntRussian;
         Game.SpeechFont = eFontfntRussian;
         bTranslation.Text = "Russian";
       }
    break;


I've set the translation in a switch statement for a more organized look. But as above the GUI font does not change to this. Any thoughts?
#168
Thank you for the reply, I will update the original post.
#169
Hello everyone, I'm looking for someone to help me add unicode letters to some translations I have for my game Just Ignore Them.

Just Ignore Them Steam: http://store.steampowered.com/app/561770/

I have no idea how to do this, but I have seen other AGS games with unicode translations such as Russian, Polish and others. I've searched on ways to do this but can't figure it out, plus I have the games deadline coming in a week or two.

The languages I have in my game are:

- Spanish
- Portuguese
- Portuguese (Brazil)
- Polish
- Russian
- French
- Italian
- German


I know not all of these require unicode format.

I would really appreciated some help if anyone chooses to. I can offer a free copy plus all DLC and soundtrack, name placement in the credits of the game, my help with one of your projects if you wish( music, sprites or story ) and a few other free games under my publishers name.

Also, I don't mind more than one helping me.

Thanks in advance to anyone wishing to help.
#170
Hello everyone, I'm not sure why this is happening but I have 3 different languages in my game. The problem is that the game is not translating everything into another language. For example I ave Portuguese but some text still shows up in English, but when I check the source trs the English text is in Portuguese so its not the source file. Anyone knows what's going on with this?

EDIT: Iv'e had to open this thread back up because it is happening again and the trs file seems fine.

EDIT: I've made a further discovery. I made some grammar and spelling edits and noticed that instead of the trs file updating the edits, they added the edits as new lines at the bottom of the trs file. Is there a way to fix this problem?

FINAL EDIT: I will place this as solved because I found a work around. I just added the translated lines to the duplicate ones that were added.
#171
Thanks again Crimson Wizard. I'm only a beginner to the engine, so module/plugin making is out of the question for me at this stage.
#172
I found something that caught my eye. Would a sprite font plugin/module work by any chance? I understand the method of how it works, but would you be able to extend the amount of characters in the font with it?
#173
Hey thanks  Crimson Wizard, I will check the link out and do a bit of research. But at least you put me on the right track.
#174
Hey everyone, I have someone wanting to translate my game in a few languages, Chinese being one. Is this at all possible? or is there a work around or module that can do this?

Thanks
#175
Thanks for responding Slasher, but they already are set to Display as Normal.
#176
Hey thanks for the reply.

I made a work around with Gurok's method. And to explain, the overlay is a custom transparent image I made into a GUI. I just call it an overlay.I have also tried making a transparent black screen, but I made the lighting effects in the transparent image.
#177
That's a sneaky idea! I never even thought of doing that. I'll give it a try and let you know.
#178
Hey everyone,

I'm not sure if this can be fixed or not. I'm using animated faces along with my dialog, and the transparent overlay will cover the face, but not the actual text.

Here is a screen to show you what I mean.


The face should not be dark at all. It should look like this.


I've also tried adjusting the GUI Z order with both the overlay and the text GUI, but still no success.
#179
There was a fault in my global script and my mouse handling script. I had it processing he same functions twice. Finally it's working!
#180
Thanks for the reply. I may know where the may be but It is happening to everything in the entire game. I will have a look through my code again.
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