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Messages - Valentine

#21
Hey thanks for responding.

Its a simple int, just declared as int Clicker1;
Its value changes, but when it crashed it would be at 100.

EDIT

Oh, and BlockRefund is an array: int BlockRefund[500];
#22
Hi, I'm having a problem with my game crashing, and I can't understand why. The error message I receive is:

An error has occured. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS. (ACI version 3.00.1000)

in "room2.asc", line 290

Error: Cannot display message with extended characters in SCI font

(Accented characters, for example the special French and German e/a/u/i letters cannot be used by default. You need to import a TTF font to do so).


The thing is, I don't WANT to show these accented characters.

Line 290 of my code is:

cTeller.SayBackground(String.Format("$%d", BlockRefund[Clicker1]));}

Would anyone be able to suggest what I need to do to correct this? Thanks :)
#23
Ah science is fun. Let me run through this as far as I understand it.

Now people are saying that “we've never done at these speeds before! Zomgosh!” but just because we're doing things a bit faster doesn't mean we're going to experience completely different effects to what we've seen before. There's quite simply no evidence to expect this random change of behavior people are warning against. Now I guess it's all well and good for scientists to say that, but let me run through what the LHC is actually doing to show you there's no reason to get all panicky.

When we have an unstable particle, it decays pretty rapidly. This is what the LHC is studying â€" unstable particles. However, thanks to Eisteinean physics, we know that there's this curious relationship between space and time, in that the faster we go, the slower time moves for that thing going fast (at least to an outside observer). So let's say we have a particle with a little wristwatch, and then we're standing there with our own wristwatch watching this cute little particle. We stand ‘still' and the particle runs off at two-thirds the speed of light. Because the particle is going so so fast, if only a minute passes on the particle's wristwatch, ten minutes have passed on our own wristwatch. This is what the LHC is going to take advantage of. By speeding the unstable particles up to incredible speeds, they are going to exist for longer before decaying, and therefore allow us to study them for longer.

So â€" where does the reassurance come in. Well, basically â€" from the perspective of the unstable particle, it is still existing for the same amount of time regardless of speed. It had ten seconds to do stuff before, and nothing happened. It will still have ten seconds to do something, and won't do anything this time. We're already doing this around the world. Particle accelerators are being used right now, and we have yet to be swallowed by any artificial black holes.

Now for collisions, we are already getting them to happen, and again none of which, I'm sure you are aware, have swallowed you up. Any blackholes that are formed are termed micro-black holes, and are microscopic - formed because they have a mass greater than their own gravity. The gravity of these black holes comes from a single particle, and is therefore incredibly incredibly weak compared to the mass of the earth, and even to the objects near to the particle. It's because of that weakness that they evaporate so quickly. The black hole isn't going to grow because it isn't able to attract any significant degree of matter towards it â€" that other matter is more attracted to the Earth, to the substance is makes up, and even to other atoms.

Overall, we're increasing speeds here because there is so LITTLE of a reaction. It's almost impossible for us to create ANY measurable effect â€" what we're hoping for is evidence of elementary particles, like the Higgs boson, we're not suddenly going to create a monster black hole and destroy the world. Of course, science doesn't let anyone say it WON'T happen, just that it's incredibly incredibly incredibly unlikely to.

The worst thing about the LHC is that it produces radiation, pure and simple. Its annoying, but that's the problem we have to put up with. If anything is going to go wrong, the worst that will happen is that a section of the collider blows up, but that won't have any effect on anyone more than a twenty five meters from it, it'll just mean it'll cost a hell of a lot to rebuild.

So yeah, this talk about the end of the world and stuff is just a load of rubbish â€" there's no evidence for it happening, and plenty of evidence against it happening. This is just another in the endless run of end of the world fantasies dreamed up by people without any idea how things really work (add in to this category the Mayan calender … all it is doing is turning from December 31st to January 1st, and the anti-Christ ::)).

And if the world does end, we'll all be dead so no-one can tell me I was wrong. :=
#24
Hi, I'm using an interface in which a hotspots name is displayed just slightly over the mouse cursor when the mouse hovers over it (so a GUI with a @OVERHOTSPOT@ label, set at mouse.x,mouse.y-20 for example).

However, I want a way for every hotspot label on the screen to show up simulataneously when the player holds down the spacebar. I think Simon the Sorcerer 2 had a similar feature, in which gold stars highlighted each hotspot on the screen - I want to do this, only with the hotspot names showing up.

I'm completely bewildered about how to go about this. I don't need someone to give me the code (I'd prefer to attempt it myself - at least at first :)) but I'd really appreciate it if someone could suggest a way of going about this, where do I start off?

Thanks for the help.
#25
Hey cheers man, I'm gonna have a go at coding it myself first - I think I should be able to do it now I know how to import the graphic in the first place - best way to learn really.

Why do I think I'm setting myself up for a post later today saying 'Okay... guess its harder than I thought  ::):P.

Thanks again!
#26
It's working now :) Thanks very much! I really appreciate the effort you're going to to help.

And yeah, I'm allowing the player to put in their own avatar, I should be able to bring it up for conversations with a bit of coding.

I get the error when I quit the game, but I'll implement a custom quit game GUI as you say.

Thanks again!
#27
Okay, I've taken it out of On_Key_Press, and I'm now using this script, but I can't get it to work;

DynamicSprite* PlayerPortrait = DynamicSprite.CreateFromFile("player.bmp");
btnMainPortrait.NormalGraphic = PlayerPortrait.Graphic;

which I've placed in the Game_Start section, although I've moved it to other sections (like Repeatedly_Execute) to see if it would work there, but it doesn't.

Thanks again.
#28
Ah, its because I was using a scrolling room (the mouse.x, mouse.x was just me mistyping my code onto the boards ::). Thanks for setting me right!

Unfortunately, I was wanting to use this to draw something onto the GUI, and in such a way that it moves when the room scrolls, is there any way to do this?

#29
Hi, I'm trying to use dynamic sprites, but nothing shows up. The code I'm using is;

if (keycode==32) { DynamicSprite* sprite = DynamicSprite.CreateFromFile("player.bmp");
                     RawDrawImage(mouse.x, mouse.x, sprite.Graphic);}

I'm unsure as to which directory this points to, so I've put of copy of player.bmp in both the Compiled folder as well as the game folder, but still nothing shows up. The file I'm pointing to is named player.bmp too.

Whats going wrong here :-\? Thanks.
#30
I'm having the flash of the wrong loop no matter if 'Characters turn before walking' is checked (I've tried them both). Do you not have that flash if that setting is unchecked?
#31
Aha!

It was because I only had it in Repeatedly Execute, not Repeatedly Execute Always. Thankyou very much for that  :) Can I just ask, is there a shudder between the Left Loop, then the Down Loop, before your character goes Downleft? There is in mine, and I'm unsure if this is the engine, or some bad coding on my part?

Thanks again!
#32
Oops, I meant some way to lock the loop ::) silly me. I've tried with the code you suggested but it still switches to Up, Down, Left or Right. The code I'm using is like this;

if (keycode==379)                // DOWNLEFT ARROW
  {
player.Loop=6;
player.Walk(player.x-32, player.y+16, eBlock, eAnywhere);   
  }

EDIT;

Just realised this means it switches to the Loop I specify, but then switches back to the standard movement loop straight after. To stop this, I've used the following code;

if (keycode==379)                // DOWNLEFT ARROW
  {
PlayerLoop=6;
player.Walk(player.x-32, player.y+16, eBlock, eAnywhere);   
  }

if (player.Moving) player.Loop=PlayerLoop;

But I'm still not getting anywhere  :-\ Any idea what I'm doing wrong? Thanks again.
#33
Ah yeah, sorry, my mistake. It wasn't a fake character I used for the diagonals at first, it was a seperate view. The problems I'm having come from having the 'fake view'.

Is there any way to force a Loop?
#34
Hi, I'm making an isometric game, and I want my character to be able to move via the keyboard, but only in the 8 isometric directions (so Up, Down, Left, Right, Upleft, Upright, Downleft, Downright). The problem is AGS's diagonal walkcycles work with actual diagonals (so 45°, 135°, 225° and 315°) whereas I need the diagonal walkcycles to work when the characters moving along an isometric diagonal (60°, 120°, 240° and 300°). Now I did make a workaround in which I used a second character with the appropriate character views, and switched between the two (presenting them as the same character) - one for up, down, left, right, and the other for the isometric diagonals. Unfortunately, my games got more complicated now and this method of doing things is causing me a lot of problems. Is there any way to set the default diagonal angles to work for isometric angles? Or a workaround which doesn't involving a fake second character?

Thanks for any help.
#35
Hey, I'm looking to play the demo of m0ds' GAMES GALORE.

I've PMed him a couple of times about but haven't got a response. Seen as the GIP thread is semi-old, I didnt want to bump it, so I thought I'd post here instead. The link to the demo in the GIP thread says it's been taken down 'for a day or so', but that was back in May lol.

Thanks for any help  :)
#36
Thankyou very much for that :)

Just for my understanding (I can't remember reading it in the manual), what does the ! infront of the character name signify?
#37
Ahhh.. Thanks for that.

I saw that in some three year old code I looked at trying to figure out my problem, but must have missed it in the manual. I assumed it had been taken out. Silly me!

==EDIT==

ok, i'm having some trouble again now. I want the character to walk about in the background somewhat randomly, but as soon as I move the character into the game, the game freezes up, and I have to Alt-X out. This is the code I'm using:

  // script for Room: Repeatedly execute

int BoxControl = 0;
while (cBox.Room==1) { BoxControl=Random(3);
               if (BoxControl == 0) { cBox.WalkStraight(cBox.x+50, cBox.y+50); }
               if (BoxControl == 1) { cBox.WalkStraight(cBox.x-50, cBox.y+50); }
               if (BoxControl == 2) { cBox.WalkStraight(cBox.x+50, cBox.y-50); }
               if (BoxControl == 3) { cBox.WalkStraight(cBox.x-50, cBox.y-50); }
               }

I'll add some code later to make sure the character doesn't go outside a defined area, but at the moment, I just want to get this bit working.

I've made sure the characters on a walkable area, which it definately is (I've made the entire room walkable to make sure).

Thanks for any help.
#38
Hi, I'm trying to get a background character to walk in one of my game scenes, but I'm having trouble setting the points he goes through. I want him to walk through four points, then back to the first, but when testing, he just goes straight to the last point.

This is the code I'm using:

cGuard.WalkStraight(200, 200);
cGuard.WalkStraight(300, 200);
cGuard.WalkStraight(300, 300);
cGuard.WalkStraight(200, 300);

Now I'm pretty sure I need to utilise the Moving property to check whether the characters got to each position before going on to the next, but I'm not sure how to put it all together into a working script.

Thanks to anyone who can help me.
#39
Thankyou very much  :) I'll do some reading up on it in the manual.
#40
Hi, I'm wondering if theres a way to tell AGS to keep repeating a series of functions until certain qualifications are met. For example (using psuedo-AGS code):

I click on 'Monitor'. (X has been set to 0).

if X is < 5, cEgo.Say("Yo.");
Set X + 1;
REPEAT.
(whereas) if X is = 5, set X to 0 and leave this interaction.

So in this case, Ego would say Yo five times. But if the player has interacted with 'Cupboard', X would have been set to 2 already, and interacting with 'Monitor' would have only caused Ego to say Yo three times.

Now I'm assuming this does not involve the Repeating Execute part of the room code, because its only initiated when the player does something specific.

Hopefully theres some advice somebody could give me  :-\.
Thanks in advance.
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