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Messages - Whyshchuck

#1
Hi! Your project is incredible! What conditions should be met to make it possible to apply to objects, characters etc?
#2
Great job! Wow! Thank you!

The only think I found missing is diagonal move with numeric pad.
It's would be very usefull in stair scenes.

Have you thought about preparing Conquest of Camelot in the same way?
#3
OK, I understand.
Any additional option, I see is to create additional character in font table which would be "MENU" but bordered or made different than other options in any other fancy way.
#4
but is it possible to make it accessible in any way other than putting additional option in dialogue
Now I have last option MENU, which contains:
Code: ags
@X
  gMenu.Visible = true;
stop


But it's not preferable way to make it.
Maybe it's possible to create some hotspot or there is another way to add visible and clickable button, which would make gui on and stop the dialogue?
#5
unfortunately not, because dialog script is blocking global script and gui is inoperative
#6
Hello,

Nearly whole the game I write is one very very long dialogue.
I use Default game template and have problem with accessibility of menu, saving, loading etc.
The only way I could solve it was adding additional option "MENU" in every dialogue, which stops dialog script and makes GUI visible. I had to add additional integer with number of current dialog which is changed every new dialog starts, and loop in room script which runs dialog with proper index when game is loaded.
Maybe there is any better way to do that?

Thanks!
#7
Quote from: Crimson Wizard on Sat 14/04/2018 18:13:01
Imho one alternative that might be tried here is to script custom key input handling, not relying on key_press function and keycodes it receives, but checking IsKeyPressed in repeatedly_execute.

That was great suggestion. I've managed to mix Snarky's script with kecode rules and additional iskeypressed conditions and it works, while
- it can be simplified, as I created separate condition for lower-case and upper-case of every letter
- 211 is Ё, 243 is Š‚, 212 is Ã,,† and 244 is Ã,,‡
- it needs multiplication for other diacritic signs
Code: ags

      if (keycode == 94)
      {
        if ((IsKeyPressed(eKeyL)) && (IsKeyPressed (404)))
        {

          _textFieldTexts[id] = _textFieldTexts[id].InsertChar(211, this._caretIndex);
          this._caretIndex++;
          this.UpdateDisplay();
        }
        
        else if (IsKeyPressed(eKeyL))
        {
          _textFieldTexts[id] = _textFieldTexts[id].InsertChar(243, this._caretIndex);
          this._caretIndex++;
          this.UpdateDisplay();
        }
        if ((IsKeyPressed(eKeyC)) && (IsKeyPressed (404)))
        {
          _textFieldTexts[id] = _textFieldTexts[id].InsertChar(212, this._caretIndex);
          this._caretIndex++;
        this.UpdateDisplay();
        }
        else if (IsKeyPressed(eKeyC))
        {

          _textFieldTexts[id] = _textFieldTexts[id].InsertChar(244, this._caretIndex);
          this._caretIndex++;
        this.UpdateDisplay();
        }
}
#8
I think that it may be fault of windows setup, but Display shows keycode 94 for all letters out of the 256 char table: Š‚, Ё, Š›, Ã,,‡, Å Å¡, Ã,,† etc...
I've tried to switch keyboard to english, but it's even worse: AGS doesn't see ALT pressed and shows Š‚ as 76, Š› as 86, so as l and s

Snarky, I will try to force it with your functions. Thanks
#9
Snarky, I've experimented a bit with your script.
While 1.1.0 was crashing, 1.2.0 is working but I still can't manage to find the way to exchange keycode.

I've tried something like this:
      if (keycode == eKeyL && IsKeyPressed(372) == true)
and this:
      if (keycode == 77 && IsKeyPressed(372) == true)
but as I understand, AGS doesn't see pressed L, while ALT pressed, because it see them together as producing different keycode (I don't know how to check what exactly).
Maybe you have any idea how I can solve this problem. Maybe there is some way to check, what keycode is hidden behind Alt+particular characters.

Thanks!
#10
Thanks for your response, Snarky.

Your module looks extremely useful. I will experiment with it a bit next days, and will try to give you some feedback.
#11
Hello,

I would like to extend issue a little.
I'm also writing the game in Polish and managed to draw new characters using font editor and then type type them using ASCII codes.
Problem starts as I want to add textbox to my game.
If player is asked to enter his name, and wants to write "Ёukasz", he will just type ALT+L... ukasz. But ALT+L refers to character further than 256 (it will be displayed and saved in string as "^ukasz").
How to make Textbox which will edit input in real time and replace one character with another?

Thanks!

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