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Messages - VK Dan

#41
It looks to me like his head is a couple pixels too far forward.
#42
I suppose that's true in the 3.0 betas. I was thinking of AGS 2.72.
#43
Or you could do what I do...just double click the button and it will create/take you to the function. :P

EDIT: No need to quote the entire previous post.
#44
EDIT: Actually, I see the error. Instead of

      gVlastnosti.Visible == false ;

it should be

      gVlastnosti.Visible = false ;

the == says "is it equal to?" while = says "make it equal to"
#45
Quote from: rich on Sat 20/10/2007 00:40:45
what will happen to games that have been worked on in 2.72 or earlier and are updated into 3.0 or higher. Will it still understand the room_a and object2_f functions that were created in the earlier versions?

They will be imported and work the same as before.

QuoteWill there be a way perhaps to automatically update them into the new naming scheme automatically? If not, will there be a way to conveniently manually upate the naming scheme?

You can manually change the names. Just go to the events tab for the object/room/whatever and type in the name you want the function to have. Then make the room_a function have the same name you just typed in. It's not the most convenient way, but it works.
#46
Quote from: mutterschiff on Tue 16/10/2007 20:20:29
I want to try the beta but got this error

---------------------------
AGSEditor.exe - Fehler in Anwendung
---------------------------
Die Anwendung konnte nicht richtig initialisiert werden (0xc0000135). Klicken Sie auf "OK", um die Anwendung zu beenden.
---------------------------
OK  
---------------------------


Make sure that you have the .NET Framework 2.0 installed.

QuoteAlso what happened to the preview view options?
It's no longer there as far as I can tell. However you can preview your character's views by checking the Animate box on the Character's page.
#47
Quote from: Ashen on Fri 12/10/2007 10:42:47
I can't find a way to jump to a specific part of the Global script, though (as used to be in the 'Script' menu) - is that gone, or just not where I've looked?

Look at the top of the script editor. There's a ComboBox with all the functions in the open script. Clicking on the script's name will take you to the function.
#48
Quote from: Pumaman on Thu 04/10/2007 20:40:35

QuoteI just updated my game to version 3.0 beta 12, and the Events list is empty in all of my rooms. The list is also empty when I create a new room, but not if I create a new game.

The functions I wrote in 2.72 still work, I just can't add any new ones and link them to the correct events.

I'm not sure what you mean. Are you saying that none of your interactions have been imported? You say you can't add any new ones ... what happens when you try? Do you get an error?


All the interactions were imported, but the events list is empty.  Here's a screenshot to show what I mean.


I can write my own functions, and call them from the imported interactions, but I can't write any new interactions.
#49
I just updated my game to version 3.0 beta 12, and the Events list is empty in all of my rooms. The list is also empty when I create a new room, but not if I create a new game.

The functions I wrote in 2.72 still work, I just can't add any new ones and link them to the correct events.

#50
You can use Sound Effects by placing the WAV (or MP3 or whatever) files in a Sound subfolder in your game folder. You name them the same way you name the music files (e.g Sound1.wav, Sound2.wav, etc).

You can play the sounds with the PlaySound() and PlayAmbientSound() functions.
#51
After searching through the forums for something like this, I took it upon myself to create a program which will check for updates for your AGS games. Since I think the readme does a good job of explaining what it does and how to use it, I'll just copy and paste it here. (note to mods: I was going to put this in the Modules & Plugins forum as a tool, but I couldn't start a new topic, and this seemed to be the best fit. Sorry if I should've put it somewhere else.)

This program is released under the public domain. Feel free to use it however you want.

1. How to use
----------------------
1. Open edit game.ini and updater.ini to reflect the details of your game.
2. Upload updater.ini
3. Instead of pointing a shortcut to Yourgame.exe, point it to Updater.exe. The program will check for updates, then run your game.
If an update is found, it will ask the user if they want to download it. If they say yes, the updated program will be downloaded and
installed.

1. How to tell program update is available
------------------------
1. Change the Version key in updater.ini to reflect the latest version number of your game.
2. Change the File key to a path where the updater can download an installer for your updated game.
3. Save updater.ini and upload it to your website.

Once this is done, the program will notify your users there is an update available, and ask them to download it.

3. Limitations
-------------------------
The updater cannont automatically update your program if it is not distributed as an installer. It does not have the ability to unzip your .ZIP files, and it cannnot install with command-line arguments. These may be added in later versions.

4. How it Works
------------------------
The program reads game.ini to find out what version the user currently has installed. It then downloads an ini file from your website and gathers the latest version number. If the latest version number is larger than the current version, it will download the setup file from your website and automatically start the installer. If there is no newer version, it simply starts your game.


Screenshots

Notifying the user there is an update.


Downloading an update

DOWNLOAD PROGRAM
#52
Here's the same code, just with a bit more space and comments :)

Code: ags

int counter, hit;
function repeatedly_execute () {
  counter ++;
  if (counter < 100) {
    if (IsKeyPressed (99))  {

       Display ("Too early!"); // die
       //Do whatever else you want to do in here if the player dies
      //because he presses the key too early

      }
    } else if (counter < 150) {
    if (IsKeyPressed (99)) {

      Display ("Whack!");
      hit = 1;
     //Do whatever you want when you whack the person here.

    }
  } else if (hit == 0) {

    Display ("Too late!"); // die
    //Do whatever you want when you wait too long to whack the person.

  }
}
#53
The Rumpus Room / Re: Cheesy subtitle for AGS
Mon 03/09/2007 06:38:15
AGS: I game, I saw, I created.
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