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Messages - VK Dan

#21
You have an extra brace at the end of this line.
Code: ags
  cBigworm.Animate(cBigworm.Loop, 13, eRepeat, eNoBlock);}
#22
One little issue. I still can't delete folders of views. That would be greatly appreciated. :)
#23
*Stick the header and main script of script files into their own node, similar to how the rooms work.
#24
QuoteWhere can I get it?

Here, but BE CAREFUL. It's not yet a final official release, so keep a backup copy of your game before trying it out.

You might want to remove this from the first post. :D
#25
Quote from: Electroshokker on Sat 19/01/2008 13:47:13
- a better/quicker way to load sprites into loops.

=> I want to be able to select a whole series of sprites and go "import into loop x", rather then having to enter the sprite number for each frame seperatly. This is a time-killer if you got a rather large animation.

This already exists. Select more than one sprite in the editor and right click. In the context menu there should be an "Assign to View" item. Click on that and you can choose which view to stick the selected sprites in. :)
#26
He was alone; lost in a forest he had never seen before. There were many unrecognizable creatures scurrying about his feet. He looked behind him, wondering how this had come to pass. It had all begun earlier that morning. Everything started so normally, but things ended up going terribly wrong...
#27
I just tried to replace the Main background of a room with multiple backgrounds. When I tried to delete the extra backgrounds (note that this was after I had replaced the main background), it gave me this error.

QuoteError: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.0.0.20

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at draw_room_background(Void* , Int32 , Int32 , Int32 , Int32 , Int32 , Int32 , Int32 )
   at AGS.Native.NativeMethods.DrawRoomBackground(Int32 hDC, Room room, Int32 x, Int32 y, Int32 backgroundNumber, Int32 scaleFactor, RoomAreaMaskType maskType, Int32 selectedArea)
   at AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.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)
#28
Beginners' Technical Questions / Re: Death
Mon 24/12/2007 19:39:01
Quote from: ncw14 on Mon 24/12/2007 19:08:29
so all i would have to do it that then for every battle instead of

GiveScore (-25)

make it

health=health-25
?
Yes. A shorter way to do it would be
Code: ags

health -= 25;


Quote
it tells me undefined token health

how do i define it



now it says cannot convert String*Int


this is what i have under game_start for int
int health = 100'
The problem is that you declared health inside game_start. This means that you can only use this variable inside of game_start. You need to declare it at the very top of your global script.

Quote
under repeatedly_execute i have

if (health <= 0)}


how do i define it
It needs to have an opening brace as well. Something like this:
Code: ags

if (health <=0) 
{
    //The code you want to run when he dies.
}
#29
Beginners' Technical Questions / Re: Death
Mon 24/12/2007 18:52:48
Yep. You can say that easily

Code: ags

if (health <= 0)
{
   //Do whatever happens when your player dies.
}


To show the health on your GUI can can put
Code: ags

LabelWithHealth.Text = String.Format("%d", health);

inside repeatedly_execute, and it will update your health label on the GUI. (Note: You have to change LabelWithHealth to the name of the label that shows your health)
#30
Hmm, I'm not sure what else is wrong. The only error I got (after changing it all to .Text.Append()) was that eModeUse doesn't exist. Assuming you have that mouse mode, it should run fine. For the record, here's the exact code I had which compiled. (in AGS 2.72)

Code: ags

if(mouse.Mode == eModeInteract)
  {
   if(player.ActiveInventory == null)
   {
    lblStatus.Text = "Use ";
    lblStatus.Text.Append(Game.GetLocationName(mouse.x, mouse.y));
   }
   else
   {
    lblStatus.Text = "Use ";
    lblStatus.Text.Append(player.ActiveInventory.Name);
    lblStatus.Text.Append(" with ");
    lblStatus.Text.Append(Game.GetLocationName(mouse.x, mouse.y));
   }
  }
#31
It might not be working because it's all in comments ATM. ;)
#32
Try using lblStatus.Text.Append instead of lblStatus.Append
#33
Quote from: Mirek on Fri 21/12/2007 17:50:38
I think it wants something original!  ;D

http://spoluzaci.im.cz/picture/8898/110638898.jpg?A49x6eaa8f02

Alien is checking if the ice isn't too thin! 8)
About 20 colors.
[EDIT] Oh noooooo, I must post it here.... At 22th it will be here!

I get a 403 Forbidden error with your link. :(
#34
Sorry, the highest resolution you can use is still only 800x600.
#35
Quote from: def on Fri 23/11/2007 20:08:36
Loading up the latest 3.0 editor beta gives me:

Quote
---------------------------
Error
---------------------------
An unexpected error occurred trying to start up the AGS Editor. Please consult the details below and post the error to the AGS Technical Forum.

System.BadImageFormatException: Could not load file or assembly 'AGS.Native, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format.

File name: 'AGS.Native, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'

   at AGS.Editor.NativeProxy..ctor()

   at AGS.Editor.NativeProxy.get_Instance()

   at AGS.Editor.ApplicationController..ctor()

   at AGS.Editor.Program.startupTimer_Tick(Object sender, EventArgs e)

   at System.Windows.Forms.Timer.OnTick(EventArgs e)

   at System.Windows.Forms.Timer.TimerNativeW indow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind failure logging.

To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

2.72 runs without any trouble though. Running Vista x64 with the latest .NET Framework installed.

It looks to me like it can't find AGS.Native.dll. Try re-extracting AGS, and make sure you get all the files. ;)
#36
Quote from: subspark on Tue 13/11/2007 16:25:31
EDIT: Instead of a category field, could we perhaps have separate sections for more comfortable viewing. For example:


Or maybe they could all be subnodes in the audio node. For example
Code: ags

+-Audio
----Music
----Sound
----Speech


Double clicking on Audio could open up the library. That would solve any problem of having all four categories on one page crowding the UI too much.
#37
Quote from: smiley on Tue 13/11/2007 10:39:39
Thanks for the feedback!

@KhrisMUC:
Right, somehow I forgot to change that. In the new version the row is selected on right-click.

@VK Dan:
1.
You probably need this DirectShow filter for ogg files:
http://www.illiminable.com/ogg/oggcodecs_0.71.0946.exe

2.
I can't reproduce the error message, but it should be fixed now.

3.
Yeah, the filter was a bit too sloppy. It's stricter (but not perfect) now.

Thanks, it's working better now. I do have another bug report though. When I play a sound with the volume low, it is loud for about half a second, before going to the lower volume.

EDIT: Another small suggestion. The '-' button on the library bar should probably change to a '+' when the library is collapsed.
#38
Great plugin! This solves one of my biggest problems with AGS.  ;D I have gotten a couple errors with it though.

1. It doesn't seem to be able to play .OGG files on my computer (XP Home, AGS 3.0 beta 15). It gives me the error:
Code: ags

---------------------------
AudioManager
---------------------------
A problem occurred in initializing MCI.
---------------------------
OK   
---------------------------


2. Every now and then when playing a sound I get this error.
Code: ags

Error: Value of '373' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
Version: AGS 3.0.0.15

System.ArgumentOutOfRangeException: Value of '373' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.TrackBar.set_Value(Int32 value)
   at AGS.Plugin.AudioManager.AMPane.moveTrackbar(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


EDIT: Hmm, I found another small bug. It also shows non-sound files inside the list as long as they begin with "Sound". For example, it shows 'SoundList.dat', 'SoundCode.dat', and 'SoundCode.txt', but not the 'readme.txt' I was using earlier to keep track of sounds.
#39
You could always try using the Script Name of your object to access it, instead of using the object array. To figure out what this is, you would need to look in the properties pane of your object.
#40
Quote from: ezra on Fri 09/11/2007 05:20:20
I was really just interested in how well the AGS system can support such graphics. Will it run very slowly? Is it clunky? Curse of MI was only 640x480 resolution (I think) and it only used 16 colours (I think). It looked brilliant. Can I get those sort of high-quality, seamless graphics with AGS?

You can get any kind of graphics you want in AGS. The only trouble is you have to be able to make them. AGS isn't a graphics editor - it won't let you create the pictures. All it lets you do is make the pictures into a game. You must use an external tool to create the acutal graphics.
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