The demo is out. Please check the first post to download.
My English is poor and for most of time, I used Google to translate the game.
Happy New Year
My English is poor and for most of time, I used Google to translate the game.
Happy New Year
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Show posts Menufunction room_AfterFadeIn()
{
if (CDAudio(eCDIsDriverPresent, 0) == 1) Display("CD detected.");
mouse.Visible = true;
gGui1.Visible = true;
mouse.UseModeGraphic(eModePointer);
}
CDAudio(eCDIsDriverPresent, disque);
Quote from: Crimson Wizard on Wed 18/09/2013 08:12:12Quote from: Volcan on Wed 18/09/2013 03:29:52
The translation does not seen those variables. Any suggestions?
I assume you used the "Global Variables" panel?
Sounds like a bug really. It really does not go to translation files.
I'd suggest to define variables manually in global script similar to how I explained here, just of "String" type:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48992.msg636467928#msg636467928
How stupid of me. You can actually ignore this, and continue using ones from Global Variables pane.
You'll just have to initialize values in some function, preferably game_start() in GlobalScript (or any of your custom modules).Code: ags function game_start() { MyGlobalMessage1 = "This is global message text"; }
Just make sure it is actually becomes initialized before being used.
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