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Messages - The creature

#61
Crimson hit the nail on the head - I;ve just recently downloaded the latest ags anf it's great to see the new things in it. I'll use the function below for now, I just wanted to have a little bit of zone where the camera didn't move constantly with the character - like it does now.

I guess the ideal would be to have something like the Display Edge (the yellow lines) in the room editor but when the player enters such a zone the viewport then follows the character (until it obviously hits the room art boundary), This is great though.

Thanks for the support.
C
#62
Hi

I've googled for an answer but haven't had much luck. I'm working on a little project and the bottom of the screen is taken up by a GUI bar that is always visible (that is about 50px tall). Is there a way to manually set the dead-zone of the room scroll in code? So, basically, the player character doesn't have to walk behind the GUI to scroll the screen down in Y?

I've searched the manual too for a simple bit of code (with SetViewPort, etc). Any help would be great because it would be cool to have larger rooms in the Y.

Kind Regards
C.
#63
I know this is an old module and probably not supported now but I have an issue. I'm using the Draw Behind so the it also puts the water effect on characters and objects. But having done that, I've found you can no longer click on items and objects (obviously).

Is there a way to set mouse clicks to pass through/ignore a walkbhind layer? I'm not sure there is but I thought I'd fire out the question.
#64
Does anyone still have this module still? The link appears to be dead and it would be really handy for something I've been working on :(
#65
As stated, it was simply the name of the EXE. I had spaces and a hyphen. Removing these did the trick :)

Thanks!
#66
FIXED

It was the naming convention of the EXE it didn't like. it's interesting how it was kind of working. Thanks for all the help and quick response :)

Thank you.
#67
Well I think it is loading the new exe but something is going amiss.

It looks like it's just reloading the original game again the only difference is that the main menu UI seems to be that of the new EXE.

I have a non-saving Logo screen that the player passes through before the main menu room in the main game, this room doesn't exist in the new game exe. When I click on the button to switch to the new exe though, the logo room is displayed and then leads to the main menu room (not sure how this is possible). From there it's just the base game as normal (despite a player character sprite change). The main menu on the new EXE is missing the button to start the new game which is correct but is also missing some art here and there. :/

#68
Hi

I have a button on my main menu that I want to load a new AGS game (essentially a duplicate of the base game but will have new art).

I'm just using the simple:
RunAGSGame("AgonyMA.exe", 0, 0); in my script.

I always thoroughly google and look at the AGS bible but I cant figure this out. When I click on the button the game room fades out and seems to load the original game.exe. There seems to be some subtle differences but it seems to be the same as the base game with no change. There is no crash and both exe's are in the compiled folder. It is very odd...

Any help would be appreciated.
#69
Sorry, that is the version I am using.

I'm also sorry for being very stupid. Placing the dll files in the dir that has my ags 'Game' is not the same as putting them in my actual AGS Editor folder....

Scratch this post. And thank you so much for helping me.
#70
I'm just looking for a little help with initializing the plugin.

I am running AGS Editor 2.4.0.16 and downloaded both the AGSteam-disjoint.dll and steam_api dll files. I have both files situated in my editor directory and both files in my debug and compiled directories.

My problem is when I load up the editor and right-click on the Plugin icon there is no import option.

I'm just wondering if someone could shine a little light on what I'm doing wrong. The dll files I'm assuming are the latest from the:
Steam Thread

Any help would be appreciated.

Thank you!
#71
wow, photobucket is pretty horrible so I'm trying to find good image hosting...I am sorry
#72

It is said, an evil entity lurks within the confines of Castle Yadrin, it casts an evil shadow on all that surrounds it. For the setting sun only brings fear and death.
- A Castlevania story
- In a Resident Evil envionment
- With final Fantasy style combat


You have been chosen by your village to slay the demonic beast that resides within the castle. Travelling with a local priest and your faithful companion you are whisked away to the cursed hunting grounds of Yadrin. Filled with unspeakable monsters and creatures of the night hell bent on serving the master you must solve puzzles, avoid traps and fight your way to the vampire's hidden tomb.



Features:
- Sprawling castle and grounds, in beautiful NES colors and sound.
- A complex crafting system for making potions and combat items.
- Turn-based, action-point combat system.
- Switch to your animal companion to reach secret locations.
- Luck system used for picking some locks.
- Secret artifacts to help you survive this harsh environment.

Estimated Release: January 2018

(Section of animated intro sequence)

(Loot chests and other objects!)

(Find cursed artifacts and exchange them with the priest for better tools!)

(Picking locks spends LUCK)

(Many weapons have different attack options...or you could just throw a holy-water bomb)

The game is making excellent progress with all the systems coded up and good chunk of game finished. I plan on producing a little gameplay video soon that hopefully wont give too much away.
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