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Messages - Wizzard

#1
Too much previous exposure to BASIC programming isn't good for AGS scripting.
Thanks everybody for your helpful comments and examples.
I expect I'll be back with another idiotic posting in a week or two. :D
#2
Okay, whoops! No I didn't enclose all Say commands in seperate brackets {}.

the code goes something like this.

function code for walk on region.
{
if(DoOnceOnly(" unique token "))
cEgo.Say(" Blah Blah Blah ");
cEgo.Say("More blah blah");
cEgo.Say("Even more blah blah");
}

Right, so every Say command needs to be enclosed in own brackets?
I've probably made myself look a pillock. It's not the first time and it
certainly won't be the last.

Thanks for the replies.
#3
Beginners' Technical Questions / DoOnceOnly
Mon 27/06/2011 23:08:13
I'm getting odd results with the DoOnceOnly command. When using multiple Say scripts after DoOnceOnly not all Say commands show output. Is there a strict rule when using this command?
#4
I've now re-installed 3.2.1 and being very careful about returning to hot spots etc. I definitely messed up somewhere to make it happen in the first place. Thanks everybody for your input.
Now going ahead with a game I've been planning for a while. There's a lot of scripting stuff to learn but there's a lot of fun to be had in the process.

Best Wishes to all

Mike
#5
Oh blast!, I've just installed v 3.1.2 and no problems. I've deleted the game files from the 3.2.1 version and started making another game. Unfortunately the game files wont run on both versions.
I'll re-install the latest version again and make a note of your comments about the x,y positions clashing.
Dummies were flying everywhere!! ::)

Thanks for your help :)

EDIT: I've changed my mind, I'll stick with 3.1.2. It's got everything I need and no hiccups so far. :D
#6
Using the script:

player.ChangeRoom(1, 40, 198) with a leave from right edge, causes the player to go back to the wrong room!!##***
#7
Advanced Technical Forum / Midi Error Pop-Up
Sun 12/06/2011 10:56:19
I sometimes get a popup "Failed to initialise MIDI interface" when testing a game. Any fixes for this. I'm using mp3 music and not MIDI. ::)
#8
Thanks Matti, I didn't realise that. I'm still finding my way around. :)
#9
That's that mystery solved. No problem then. This latest version really is superb and I'm having a great time with it. ;D
#10
Absolutely!!
#11
There might be a simple reason for this, but I can't understand why the first room floods with walkable area id:01. It can be removed easily enough by flood filling with id:0 but it puzzles me why this happens at all. Is this a deliberate feature as room1 is generally an intro screen? ???
This happens with a screen res of 320x200. When using higher res(eg 640x480) the walkable areas are auto removed on each new room, following a popup warning.
#12
All sorted thanks to you guys. Works like a dream!!! ;D
#13
Thanks for the quick reply on that one matti. It was beginning to drive me nuts. Yes I see what you mean, and it should have been obvious.
Also thankyou Ryan, I will also try that method.
Regards Mike
#14
 ???
I think it's probably something I'm not doing properly, but when I set text to show above player character it doesn't time out, it keeps looping.

I'm using the script command cEgo.Say("My message text....."); 
This command follows a standing on hotspot script line.
I've tried setting text speed with: game.text_speed = 10 or some other value but this only changes the speed of the repeating text.

Can someone please tell me where I'm going wrong as it is most unlikely that AGS is at fault.
Thanks in advance
::)
#15
 :-[
Have un-installed V3 for now.
Too much hassle just to get it working properly.
Going back to v2.72

Thanks anyway
#16
Right clicking and dragging rectangle tool cleared the walkable area, but now I've got another prob!!
When I run the game the graphics break up into little dots making the background unrecognisable, although the character sprite is visible.
I've still got V272 in a folder in the C: directory and there are no probs with the screens with that version.
What on earth is going on??
???
#17
Many thanks to both. Will have a go.
:D
#18
 ???
Having a big problem with the V3 version.
After loading a background screen and going to Walkable Areas, the whole screen floods with the walkable area.
Cant get rid of it.
Can anybody help?
#19
Quote from: ManicMatt on Wed 04/01/2006 10:52:04
Me again! I loaded up my game made from AGS 2.7 to 2.71 and everything seems fine except the speech and music files won't play.

This seems to be because the engine has created seperate folders for speech and music, and if I copy the speech and music back to where it was before it works fine, but my question is...

Is this the right course of action to have taken? Will my game work fine now?

Ive only had AGS a couple of weeks and I had a problem with sound and music files.
What I was doing wrong was trying to load a MUSIC file with a .wav extension.
What I do now is to put all the mp3 and wav files in the main game folder.
When your game calls for SOUND1 or whatever it will only  load and play sound files, and when  MUSIC1 is
called it will only play mp3 files and they must be in the main game folder.
I cant help you with speech files as I havent tried them yet, but I have found the sound and music files
work okay.

Best of luck..
#20
Thank you everybody for your help.
I've finally sussed it out.
I was trying to load a .WAV file as a MUSIC file.
It seems you can only load mp3 as music and wav as sound all tucked away in the main game folder!!
The VOX file builds correctly and everything works as it should do.

Lovely Jubbly.

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