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Messages - Vincent

#281
Yes that's the real current name of the exe file. Me and my friend are using the same project file. I dont have any other extra files apart from agsjoy.dll and a .dat file.

@Wyz: My apologies. When the saved game was made a joystick was plugged in.


Now my friend on his version is trying to load the game without joystick and he is getting this error message:



I also just realize that this exactly the same problem we had two years ago: https://www.adventuregamestudio.co.uk/forums/index.php?topic=55164.0
#282
I was just able to find a line from the search ".exe" but nothing regarding the other two.

#283
Quote from: Crimson Wizard on Mon 08/04/2019 11:18:31
RunAGSGame is also called automatically under following condition: if the save was made when main game file (for example - exe) had one name, but you are loading it with another. It's some old logic that had its reasons.

I don't know if all of this has something to do with the joystick plugin but the exe file it is called in the same way.

Quote from: Crimson Wizard on Mon 08/04/2019 11:18:31
It may be easier to find out what's going on if you open your savegame in a hex editor, or even simple text editor, and search for anything that looks like a filename, it should be somewhere at the beginning of the file.

I have opened the savegame with a text editor and this is what I have:







I can see the name of the game and the description we used into the saved game file but I can't see anything which is wrong with them.
#284
Yes I can understand what you mean. If somehow it cannot be solved then is just okay. If I try to load the game with a joystick plugged in while the editor is opened I still get the same message regarding "RunAgsGame". But if I try to load the game with a joystick plugged in from the .exe file then I get this error message:

#285
@Wyz: I am using the version 1.2.1.0 it is dated 01/09/2017. I remember you have done a fixed version for me two years ago or something and it is what I am using right now. When the game was saved from my friend no joystick were plugged in. If I try to load the game with a joystick plugged in then I got a different message from Ags (if you would like I can provide this error message too). The first problem is a bit puzzling for me too since in my game I am not calling any "RunAgsGame" function so I am just wondered why this is happening!?

@Crimson Wizard: What you mean by what kind of game setup I have? Me and my friend are using the same version (Ags 3.2.1) same name of the game and same scripts. I'm really surprised that this isn't working. This must have something to do with the plugin problem, maybe if we can cure it then the game can loaded correctly.
#286
Hello guys and Wyz, I think I have find an issue which I don't know how to fix at the moment. One of my friend which I am working with has sent me a saved game data of our game for testing purpose. Now whenever I try to load the saved game data I get these message from Ags (3.2.1).

If I try to load the game when the editor is opened:




If I try to load the game from the .exe file:

#287
I forget to mention this into the thread but I was using also voice actors above these sentences. I realize that some of the audio track for a strange reason Ags was running them endlessly. That's the reason why I had to press a button to skip it but doing some modification on the audio track then the text skipped just fine with the auto-remove timer. So in short it was something to do with Speech audio file and how Ags handle them. Thanks Dualnames for answering! :)
#288
Recently I have discovered something weird in Ags which I don't know how to cure at the moment. I am using Ags 3.4.1 P4. Into the General setting I have set the option "Allow speech to be skipped by which event" to be "Mouse, Keyboard or Timer" and Speech style is set to be "Sierra Transparent". Now most of the time everything is working fine but sometimes the auto-remove timer doesn't remove the text and I have to press a button to skip it otherwhise it stay on screen endlessly. Do you know what it could be the reason about this?
#289
Amazing Work!
#290
@Crimson Wizard: I have test the game with this version: http://www.adventuregamestudio.co.uk/forums/index.php?topic=56452.0 And the problem is disappeared finally! Thank you very much!

@Khris: Thank you very much for the suggestion, I will try to keep this in mind for future references!
#291
Thanks a lot Crimson Wizard. Alright I will try to download this version and to open the game with this version and let you know as soon as I can.
I have saved the error message by making a screenshot and this is how the message error looks:



#292
I will try to explain my problem. I have a screen gui (640x480) which show a map inside a button. if you push return you are able to zoom the map.
The zooming image it's actually the same picture but already zoomed with another program (photoshop). When you zoom the image there is a red pointer which show your position. If you use the key arrows you are able to move the zoomed map around (the red pointer which is another gui it stay always in position where you are). It's working all great so far, but now the problem is when I move the zoomed map around Ags quit the engine and it pop up this error: Co-ordinates specified are out of range. I have seen that this is a problem that should be removed from the engine but I am using Ags 3.4.1 rc3 which it still has this error, how do I can fix this exactly?
#293
Beginners' Technical Questions / Re: Cutscene
Wed 11/07/2018 11:07:47
No problem with you Crimson Wizard, I have accepted your excuses.
#294
Beginners' Technical Questions / Re: Cutscene
Tue 10/07/2018 14:17:16
Quote from: Snarky on Sun 01/07/2018 13:59:22
That is not a good reason.

Snarky, so f*****g helpful as usual. :)
#295
Beginners' Technical Questions / Re: Cutscene
Sun 01/07/2018 15:55:48
Quote from: Crimson Wizard on Sun 01/07/2018 15:29:18
Like I said, I tried your code with WaitMouseKey, and it does not freeze. Of course, it is still hypothetically possible that a combination of WaitMouseKey with something else causes a freeze...

I am more suspicious about tweens. Is there any check for skipped cutscenes inside tween module?

Perhaps, try this and see if that changes anything:
Code: ags

  if (Game.SkippingCutscene)
  {
    gIntro.BackgroundGraphic = 3558;
    // TODO: set dDialog and gScreen to the final looks (immediately)
  }
  else
  {
    gDialog.TweenTransparency(0.5, 100, eEaseLinearTween, eNoBlockTween);
    gScreen.TweenFadeIn(0.6, 0, eEaseLinearTween, eBlockTween);
    gIntro.BackgroundGraphic = 3558;
    gDialog.TweenTransparency(0.5, 0, eEaseLinearTween, eNoBlockTween);
    gScreen.TweenFadeOut(0.6, 100, eEaseLinearTween, eBlockTween);
  }
I have had a look at the Tween module and it doesn't seems that there is something about a check for the skipped cutscenes. If you say that the WaitMouseKey(9999) it doesn't freeze for you then it is something else. But I have try to simply erase the line regarding the Tween module but the game keep freezed when pressing esc to skip the cutscene. I don't know why.
#296
Beginners' Technical Questions / Re: Cutscene
Sun 01/07/2018 15:23:27
Yes, the game freeze when I press Escape to skip the cutscene and I believe it is because of the WaitMouseKey(9999).
If I remove them then it skip the cutscene just fine.

Code: ags

function room_AfterFadeIn()
{
  StartCutscene(eSkipESCOnly);
  lblTesto.Text = "Hello world 1";
  WaitMouseKey(9999);
  
  lblTesto.Text = "Hello world 2";
  WaitMouseKey(9999);

  gDialog.TweenTransparency(0.5, 100, eEaseLinearTween, eNoBlockTween);
  gScreen.TweenFadeIn(0.6, 0, eEaseLinearTween, eBlockTween);
  gIntro.BackgroundGraphic = 3558;
  gDialog.TweenTransparency(0.5, 0, eEaseLinearTween, eNoBlockTween);
  gScreen.TweenFadeOut(0.6, 100, eEaseLinearTween, eBlockTween);
  
  lblTesto2.Text = "Hello world 3";
  WaitMouseKey(9999);

  lblTesto2.Text = "Hello world 4";
  WaitMouseKey(9999);

  EndCutscene();
  player.ChangeRoom(2);
}


In this case for me would be useful to use WaitMouseKey because it block the script til a key (or mouse click) is pressed. Now I'm trying to avoid (StartCutscene(eSkipESCOnly), EndCutscene) because when I press Esc it freeze the game.

I'm trying a workaround to skip the pseudo cutscene and make the player change room by using IskeyPressed(eKeyEscape) in repeatedly execute. But then IskeyPressed doesn't run because there is WaitMouseKey which is running and detect the key press.
#297
Beginners' Technical Questions / Re: Cutscene
Sun 01/07/2018 14:15:59
The main problem is that by using that code (in afterfadein or repeatedly execute) when I press esc to escape the cutscene the game freeze. It seems like it does not update the screen and it looks freezed as you said. So I was trying to find a way to use WaitMouseKey so to block the script til a key is pressed but without using the start cutscene function. I have try to escape all the pseudo cutscene and to make the player change room by checking if IskeyPressed(eKeyEscape) but when pressing escape instead of changing room it detect a key press for WaitMouseKey and so the change room doesn't get call.

#298
Beginners' Technical Questions / Re: Cutscene
Sun 01/07/2018 13:50:40
Hi Crimson Wizard, the reason is that before putting the code into the function repeatedly execute it was inside the function afterfadein and the behaviour was exactly the same.
#299
Beginners' Technical Questions / Cutscene
Sun 01/07/2018 13:03:45
So I was working on a cutscene which is looking something like this:
Code: ags

function room_RepExec()
{
  StartCutscene(eSkipESCOnly);
  lblTesto.Text = "Hello world 1";
  WaitMouseKey(9999);
  
  lblTesto.Text = "Hello world 2";
  WaitMouseKey(9999);

  // some more here

  EndCutscene();
  player.ChangeRoom(2);
}


Anytime I try to skip the cutscene the game freeze. I like how the WaitMouseKey function work because it allow me to block the script til a certain time until a key is pressed. If I remove the start cutscene and handle the change room by checking if isKeyPressed(eKeyEscape) then the player doesn't change room because the key get listened to the WaitMouseKey and it jump to the next line of code instead of changing room. Any advice on how can I do something like this?
#300
The Rumpus Room / Re: Happy Birthday Thread!
Thu 07/06/2018 15:55:46
Thank you AnasAbdin! :)
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