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Messages - Volcan

#281
With invMain.ItemHeight = 27;
I got: room301.asc(18): Error (line 18): Undefined token 'invMain'

With InvWindow.ItemHeight = 27;
I got: room301.asc(18): Error (line 18): must have an instance of the struct to access a non-static member
#282
I got this error: room301.asc(17): Error (line 17): Expected ',' or ';', not '.'

Code: AGS
function room_Load()
{
 gIconbar.Visible = false;
 //int InvWindow.ItemHeight;
 int invMain.ItemHeight = 27;
}


Room 301 is the first room where the game starts.
#283
I just discovered the room limit is 999. I got "The new room number must be between 0 and 999."

I would be silly making an 1000 rooms game. Even 250 rooms would be enough.
#284
Quote from: Khris on Sat 01/12/2012 15:15:40
Yes, but the ROOM's STATE isn't saved.
If you turn an object invisible, save the game, then restore it, the object won't be invisible any longer.
The same is true for any room variables you might have declared.

Thank you for the tip. I didn't know about save state until now.

But for the original question, how many rooms AGS supports. I guess it's unlimited rooms like I said.
#285
Quote from: slasher on Fri 30/11/2012 17:25:45
QuoteThere is no word about how many rooms AGS supports.

Room numbers below 300 save the room state; numbers above 300 do not.

I created the room 414. AGS turns to 300. After I renamed it to 414, the game accepts it.

I played the game. I saved the game at the room 414 and later I restored the game. I have no problem with that.
#286
Quote from: Crimson Wizard on Fri 30/11/2012 13:53:52
Quote from: Volcan on Fri 30/11/2012 13:48:09
I mean I got this message when creating this GUI."You already have the maximum number of controls of the GUI and cannot add any more."  It's supposed to have more buttons.
Since your buttons are strictly aligned in rows and columns, you may emulate them by manually drawing on gui surface, and calculate pressed "button" by mouse coordinates.

30 controls would be enough. But if my game become complex, I'll start a new thread about it.

Quote from: Crimson Wizard on Fri 30/11/2012 13:53:52
Also, for the reference, AGS limits: http://www.adventuregamestudio.co.uk/wiki/?title=Reference_(manual)#System_limits

There is no word about how many rooms AGS supports. Since AGS supports infinite GUis, variables, why not infinite rooms as well.
#287
Thank you. The code works.

QuoteNot sure what you meant by that last sentence

I mean I got this message when creating this GUI."You already have the maximum number of controls of the GUI and cannot add any more."  It's supposed to have more buttons.
#288
I use this code to show the floor number in the elevator.

Code: AGS
if (Etages==99) Label26.Text = "Floor: 99";
  if (Etages==98) Label26.Text = "Floor: 98";
  if (Etages==97) Label26.Text = "Floor: 97";


Is it an easier way to use Variables with Labels?



LOL. I just discovered the number of buttons I can put in the guis.
#289
Thank you. It works.
#290
How to tell if the player does not have an item?

if Not(player.HasInventory(iKey)){
DisplayAtY(TY, "There's a key in the drawer.");
}   
#291
General Discussion / Re: Lenght in games
Tue 27/11/2012 23:28:12
I can see that:

Daikatana: the adventure game

:= := := :=

With 10 hours of intro, we need gems to save your game, 72 hours in cutscenes.

(laugh)(laugh)(laugh)(laugh)(laugh)(laugh)(laugh)


Wait! This is a serious question. It's not supposed to be funny.
#292
General Discussion / Length in games
Tue 27/11/2012 22:28:48
When I read Medium (30 mins-1 hr) to complete a game, does it mean the game needs 30 mins-1 hr to complete from begining to the end or the time of the player to complete unless he knows what's to do?

#293
I'm cheaper than you. There are plenty of free AGS games to play. I just ignore commercial AGS games.
#294
Lost prince of Lorderan uses AGS 2.272 with 640x480 resolution. That explains why this game runs fine on your computer without letterbox.

I'm going to swith my upcoming game to 320x240.

Now I need to resize all my guis and backgrounds.

Edited: Wait. I just select No to resize guis when changing the resolution.
#295
In the game, press CTRL+V to show the version of AGS.
#296
I have the same issue but with 320x200 using AGS 3.2.1. I use Vista.

Are other games you mentioned using AGS 3.2.1 engine as well?
#297
I'm not sure about your question. I'd use variables for this:

Code: AGS
if (Story==3)
{
 cCharacter2.ChangeRoom(3,160,100);
}
#298
Thanks Iceboty V7000a.

It works!
#299
I'm working on a game where a witch throws a spell into something.

How to get Object's position from player's position?

AGS help file gives me headache.
#300
I missed that. Thank you.
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