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Messages - Stranga

#181
Hello everyone,

I can't seem to figure out why this is happening. Every time I use the Interact function (Left-click) the look function (right-click) automatically plays after the interact function is complete. I am using the TwoClickHandler script. The Look function works fine on its own.

Edit: Turns out I had my pen and touch tablet causing the problem.
New Edit: That wasn't the problem. It started again.
#182
IT WORKS! Thank you Khris! What I did was made a test build with a simple room function (e.g interact with an object.). And It just worked. It was strange because I had a function where you combined 2 items and it didn't work. But I changed the function and it just worked for some reason.
#183
Thanks for the reply Khris. I'm trying this method now. Will get back to you shortly.
#184
Thanks for the reply. That is the error message that pops up sorry. I put in in a code bracket to make it stand out.
#185
Hello all,

This topic is really for people who have their AGS games on steam that use Achievements.

My questions is How the hell do you guys do it? I'm using monkey0506's agsssteam.dll and have followed the instructions on his post here:https://www.adventuregamestudio.co.uk/forums/index.php?topic=44712.0
I have tried and keep obtaining the same error
Code: ags
Script link failed: Runtime error: unresolved import 'AGS2Client::IsAchievementAchieved^1'
.

I'm not too sure what this means but I have tested the game with an app build I have on steam through a testing branch but still no success.

If anyone can help, It would be greatly appreciated.

EDIT

Not sure if this is a fix or not, but I managed to fix the problem by adding the AGSteam.dll and steam_api.dll to the debug and compiled folder. I added these with the contents in the steam app build.

This may or may not help someone.
#186
Thank you Kumpel. I will research more into regions and see if I can come up with something.
#187
Hello everyone.

I'm not sure if there is such a way to do this, but is there a way to check which walkable area ID the player is on or is active? I'm trying to create a mechanic that will deactivate certain hotspots when the player is on one of the walkable area IDs. If there is no way of checking, can this still be achieved in some way?
#188
Quote from: Khris on Sun 22/01/2017 14:38:00
You need Game.SetAudioTypeVolume() afaik.

Thank you very much! Works perfectly! :)
#189
Thanks for your help Khris. Where should I place that line of code?
#190
Hello everyone.

I'm not sure on how to go about this. I have made the GUI for the settings menu with the sliders and the global variables for the audio channels. Now I have the music one working fine but the sound one isn't working at all. Has anyone made this before and if so could possibly help me wrap my head around this.

Thank you in advanced.

here is the script I have set up

Code: ags
global script

function game_start()
{
chansound = System.AudioChannels[3];
chanmusic = System.AudioChannels[2];
}

function SliderSound_OnChange(GUIControl *control)
{
   chansound.Volume= SliderSound.Value;
}


function SliderMusic_OnChange(GUIControl *control)
{
   chanmusic.Volume= SliderMusic.Value;
}
#191
Quote from: KyriakosCH on Thu 29/12/2016 19:34:29
This game might be a real hit :D

I never keep my hopes up on that. But I do appreciate the comment! Cheers :)
#192
Quote from: Frodo on Mon 31/10/2016 11:13:14
This game looks brilliant - lovely and creepy  :grin:

Really want to play it.  :cheesy:

But do you have any plans for a DRM-free steam-free release?  I won't play it if it's only on steam.  :sad:

Sorry for the late reply been very busy the last few months. I do play to release the game on itch.io for DRM-free download for those who don't use steam. In fact, that is where the demo is right now on itch.io.    :)
#193
Quote from: CrashPL on Mon 31/10/2016 08:34:02
Love the look of this one. The GBC-like art style works really well and adds to the general chilling atmosphere. Definitely gonna check this one out!

One question though, will the game also feature keyboard controls (like the good ol' GB games :D), or mouse only? ;)

Hey thanks for the post! Sorry it's taken some time. It is currently point and click but I may make it keyboard controls just like the game boy. It would be an awesome idea! :)
#194
Wait never mind I found out how to do it in my function btnPlayGame_OnClick.

Sorry everyone
#195
Hello Everyone,

Sorry if I seem a pain but I have no clue on how to achieve this. I've searched the forums and still can't get this to work. What I want to achieve is to animate a menu select button when it is selected or even mouse over the button.

Any help will be muchly appreciated.
#196
Hey thanks for the response! This is neat! I will try it and let you know how it goes!
#197
Hello everyone!

I have yet another question, though this one is more of a figure out how to do it type.

I want to add a small pop up animation over the players head when the cursor is over an object. The reason I want this effect is to remove the objects name to create more of a search and explore kind of feel.

I've made a mock up image of what I want it to look like but my problem is I have no idea on which way I should make it.


Any help would be greatly appreciated!
#198
Quote from: Crimson Wizard on Wed 02/11/2016 23:17:03
Actually, I forgot to mention the easy way you can make it save to desktop... well, sort of.
Since AGS 3.3.5 you can setup custom save location in the setup program (on advanced tab). If you do, then all the files game saves will be "rerouted" there. But the script still have to reference special folders (%SAVEGAMEDIR% or %APPDATADIR%).

No problem and thank you for your assistance! I will certainly look into this!
#199
Quote from: Crimson Wizard on Wed 02/11/2016 12:13:31
AGS itself does not allow to create files anywhere except
- game installation folder (only before AGS 3.3.5);
- game's savegame folder (using %SAVEGAMEDIR% path tag in script);
- game's shared data folder (using %APPDATADIR% path tag in script).

This was done with purpose to make AGS a safe enviroment and prevent game developers from damaging user's (player's) system by mistake (or intent).
The only two workarounds are to either create your own custom version of the engine, that allows doing what you want, or writing custom plugin (in which case you take responsibility for outcome).

That's no problem and thanks for replying!

I actually wanted a way to track and update my cutscene numbering because they are all in numerical order. I found a work-a-round by using the alarm clock in my game....its quite nifty!
#200
Quote from: reg42 on Thu 20/10/2016 03:40:47
Looks really cool - I'll definitely give that a play

Hey thanks for the comment! I actually added a demo to the main post if you or anyone would like to try.   :):)
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