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Messages - YotamElal

#141
WOW! you really have a temper!
Are you mad at me? Did I afend you?

All I'm trying to do is ask for help...

Some people try to help nicelly.
Some people just say what they think.
And some people choose to respond negatively.

Ishmael,  if you don't understand yet..
I want a PROPER setup for my game with relevant options only,

And if a person wants to have winamp in the backround:
I wrote twice "if they really want to they could choose no sound in the soundcard pulldown menu."



#142
WOW thats amazing!
It works!

but,,,,...
I defined:
CEILING_SCALING_TOP 100
CEILING_SCALING_BOTTOM 80
but it shows the character about half the size of the defintions...
so if I tryed to change it to:
CEILING_SCALING_TOP 200
CEILING_SCALING_BOTTOM 100
It shows the character closer to the normal size.

I have no Idea what numbers to put in instead...
of 100 & 80 so can you either try and fix the code or instead tell me what numbers I should use?
#143
Strazer:

cool..

I won't need the code cuase I don't have NPCs that walk on walls...
& it's simpler to revers the LEFT_EDGE & RIGHT_EDGE for the second wall.

:o)

Thanks Again

BTW if you like solving problems what about trying to find a way to walk on cealings! (the walk point of the character is allways at the bottom so I can't find a way to do it) (but it's not that important, so only if you like solving problems)
#144
strazer ur the best!

It works good now! no more scalling problems!

SOLVED!
#145
First of all thanku MrColossal,

Ishmael, you were being pretty rude, all I wanted was some help.
I didn't complain to CJ & I didn't complain to you.
I think AGS is amazing & CJ is probobly allso.

MrColossal
It isn't that important to me. I just thought that maybe other people would allso want a profesional setup for there game...

Pablo thanku for the reaourse hacker but it only lets you change the icon, the icon info & the version info.
(probobly good if anyone wants high quality icons for there game)
#146
ok i tried your "if" to & it doesn't change the scaling with it.

before I tried with Gilbot's "if" & it worked but not in thescrolling room.

my scrypt
#define WALKABLEAREA_NUMBER 11
#define LEFT_EDGE 45
#define RIGHT_EDGE 0
#define SCALING_MIN 80
#define SCALING_MAX 100

#define WALKABLEAREA_NUMBER2 14
#define LEFT_EDGE2 504
#define RIGHT_EDGE2 545

if (GetWalkableAreaAt(character[GetPlayerCharacter()].x,character[GetPlayerCharacter()].y)==WALKABLEAREA_NUMBER) {
int scaling = SCALING_MIN + (((character[GetPlayerCharacter()].x - LEFT_EDGE) * (SCALING_MAX - SCALING_MIN)) / (RIGHT_EDGE - LEFT_EDGE));
SetAreaScaling(WALKABLEAREA_NUMBER, scaling, scaling); }
 
if (GetWalkableAreaAt(character[GetPlayerCharacter()].x,character[GetPlayerCharacter()].y)==WALKABLEAREA_NUMBER2) {
int scaling = SCALING_MIN + (((character[GetPlayerCharacter()].x - LEFT_EDGE2) * (SCALING_MAX - SCALING_MIN)) / (RIGHT_EDGE2 - LEFT_EDGE2));
SetAreaScaling(WALKABLEAREA_NUMBER2, scaling, scaling); }

room size 640 240
2 times my regular rooms (width)

...
Thanks
#147
i'll explain by order...

1) I don't perfur people to play without sound.
The sound is a big part of the game. (speech&music)
and if they really want to they could choose no sound in the soundcard pulldown menu.
2) the replay option can't be used cuase it has only one option.
"don't use replay"
3) 2 grayed options which can't be used. (so I don't want them there)
4) I only have one languge for my game!!!
so I don't want a languge menu u cant use!

#148
THNKU both

The scaling is working on walls!

except for in a scrolling room, the right wall makes my character  tiny like 10% for some reason???
#149
Gilbot:
In my game I worked alot on the music & speech & I perfor that people play it with music & speech.
In the winsetup.exe there are options I wouldn't want like..

1)  option of not using the vox files. (if someone really wants they could choose in the soundcard pulldown "no sound". (but they would be missing alot of the game)
2) replay option???
3) 2 grayed options which arn't usable
4) languge

all these I would like to remove but I can't...  :o(
#150
My LEFT_EDGE is 261
My RIGHT_EDGE is 319
(the wall is on the right of the screen)
it give the error.

when I switched 261 with 319 it works but as if it were a wall on the left of the screen.
on the right of the wall my character gets smaller & on the left he gets bigger.
what do I need to change the code to make it work with a right wall?

THNX

#151
The game gives an error saying that the area scaling needs to be
between 5-200 in this line.

  int scaling = SCALING_MIN + (((character[GetPlayerCharacter()].x - LEFT_EDGE) * (SCALING_MAX - SCALING_MIN)) / (RIGHT_EDGE - LEFT_EDGE));
  SetAreaScaling(WALKABLEAREA_NUMBER, scaling, scaling);
#152
I understand it is easy to program.
It's to bad I don't know how to program.

Maybe someone know of other versions of winsetup.exe that other people programed like a version that you can't shut of the sound or somthing???

???Did anyone program other versions of winsetup.exe???
#153
continuous scalling defualt is x% top to x% bottom.
my character is walking on a wall and I need him to be 80% on the left of the walkabel area and 100% on the right?
(instead of top to bottom)?

any ideas?
#154
can I change winsetup.exe to have different options?
#156
how do I set my characters walking animation to on (in a loop)
while character is not walking?
#157
 ... :
I don't understand why it is hidden & real tricky????
but thnx, the manual did help...

Customized Text Windows! (if you don't want those wierd picture borders just choose a blank image for all of them... :o)

Ashen:
Yes, I ment for Display() & Customized Text Windows in the manual solved my prob... :o)
#158
can I change background color of a standard text box?
#159
THNX for the code.
IT SOLVED my prob...
#160
I tried to add an if to my s/l script, so that if you don't type anyhting in then
it tells you that need to.
It didn't work so I tried with the letter a. and even though I type "a" in the text box it still displays else... what can I do.

Code: ags

if (strDescription=="a") Display("You need to type in a name before you save.");
		    //  save to a new slot (with a GUI temporarily disabled):
		else { GUIOff(GUISAVELOAD);
		Display("else");
		SetDefaultCursor();
		SaveGameSlot(totalSlots + 1, strDescription); }



here is the hole s/l code:
Code: ags

int sldTextbox      = 0;  //  saveload textbox GUI object number;
int sldListbox      = 1;  //  saveload listbox GUI object number;
int sldSaveButton   = 2;  //  saveload save   button GUI object number;
int sldLoadButton   = 3;  //  saveload load   button GUI object number;
int sldDeleteButton = 4;  //  saveload delete button GUI object number;
int sldCancelButton = 5;  //  saveload cancel button GUI object number;
// Functions:
function on_event_SaveLoadDialogGUI(int event, int data) {
  //  if there is click over a textbox:
  if ((event == GUI_MDOWN) && (data == GUISAVELOAD) && (GetGUIObjectAt(mouse.x ,mouse.y) == sldTextbox)) {
	ListBoxSetSelected(GUISAVELOAD, sldListbox, -1); }
}
function UpdateSaveLoadDialogGUI() {
    int selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox); // store an old value (to restore it later):  
    ListBoxSaveGameList(GUISAVELOAD, sldListbox); // update the savegame list (seleted item is reset here ot 0!):
    int totalSlots = ListBoxGetNumItems(GUISAVELOAD, sldListbox); // get the number of slots (it's == number of the items in a listbox):
    if (totalSlots > SAVELOAD_SLOTS_MAX) Display("You have too many saved games."); //  if we have exceeded the limits display a warning message:
    ListBoxSetSelected(GUISAVELOAD, sldListbox, selectedItem); // restore an old value (stored in selectedItem);
    return totalSlots; // return the number of saved slots:
}
function OpenSaveLoadDialog() {
//  Opens the save/load dialog:
    CentreGUI(GUISAVELOAD);                          //  centre the save/load GUI;
    GUIOn(GUISAVELOAD);                              //  turn the related GUI on;
    UpdateSaveLoadDialogGUI();                       //  refresh GUI's content (show saved games);
    ListBoxSetSelected(GUISAVELOAD, sldListbox, -1); //  remove the highlight:
    SetTextBoxText(GUISAVELOAD, sldTextbox, "");     //  clear a textbox;
    Wait(1);                                         //  update the screen to show the GUI;
    SetMouseCursor(6);                               //  override cursor to look like an arrow;
}

function CloseSaveLoadDialog() {
//  Closes the save/load dialog:
    if (GetRoomProperty("UseInteract") != 10) SetDefaultCursor();         //  restore cursor appearence;
    GUIOff(GUISAVELOAD);        //  turn the related GUI off;
}

function interface_click_SaveLoadDialogGUI(int button) {
//  Processes clicks on a save/load dialog GUI.
//  Note: it must be called from within the interface_click function!
        string strDescription;//  allocate string to transfer slot description:
        GetTextBoxText(GUISAVELOAD, sldTextbox, strDescription);
        int selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);//  get selected item:
    if (button == 50){
        GUIOff(GUISAVELOAD);
	SetDefaultCursor();
	SaveGameSlot(savegameindex[selectedItem], strDescription); }
    else if (button == 51){
        DeleteSaveSlot(savegameindex[selectedItem]);    //  delete the slot:
        int totalSlots = UpdateSaveLoadDialogGUI(); } //  update the save/load GUI and get the number of items:
    else if (button == sldListbox) { // if click on a *listbox item*:
     //  Show currently selected saved slot's description in a textbox:
        string buffer;    //  give us a temp buffer to transfer string:        
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, button);//  get selected item:
        ListBoxGetItemText(GUISAVELOAD, button, selectedItem, buffer);//  copy saved game description into 'buffer':
        SetTextBoxText(GUISAVELOAD, sldTextbox, buffer); } //  and finally, fill the textbox with what is stored in 'buffer':
    else if ( (button == sldSaveButton) || (button == sldTextbox) ) { // if click on a *save button* or *enter key* is pressed:
    // Save a game to slot:
        int totalSlots = UpdateSaveLoadDialogGUI();//  get total the number of slots:
        //int 
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);//  get selected item:
        //string strDescription;//  allocate string to transfer slot description:
        GetTextBoxText(GUISAVELOAD, sldTextbox, strDescription);//  fill 'strDescription' with the message in a listbox:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
            //  overwrite save game slot (with a GUI temporarily disabled):
            SetGUIClickable(GUISAVELOAD, 0);
            GUIOn(OVERWRITE);
		 }
        else if ( (selectedItem == -1) && (totalSlots < SAVELOAD_SLOTS_MAX) ) { //  if there is no slot selected...
		if (strDescription=="a") Display("You need to type in a name before you save.");
		    //  save to a new slot (with a GUI temporarily disabled):
		else { GUIOff(GUISAVELOAD);
		Display("else");
		SetDefaultCursor();
		SaveGameSlot(totalSlots + 1, strDescription); }
		}
        else { Display("There are too many game slots. Please, choose an already existing item to overwrite!");
        UpdateSaveLoadDialogGUI();//  update the save/load GUI
        ListBoxSetSelected(GUISAVELOAD, sldListbox, -1);//  remove the highlight:
        SetTextBoxText(GUISAVELOAD, sldTextbox, ""); }//  clear a textbox;
    }
    else if (button == sldLoadButton) {// if click on a *load button*:
    // Try to delete a saved slot:
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);    //  get selected item:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
            RestoreGameSlot(savegameindex[selectedItem]); }//  restore game from the slot:
        else { Display("Please, choose an item to load!");
	UpdateSaveLoadDialogGUI(); }//  update the save/load GUI
    }
    else if (button == sldDeleteButton) {  // if click on a *delete button*:
        // Try to delete a saved slot:
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);       //  get selected item:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
           SetGUIClickable(GUISAVELOAD, 0);
		GUIOn(DELETE);
            //DeleteSaveSlot(savegameindex[selectedItem]);    //  delete the slot:
            //int totalSlots = UpdateSaveLoadDialogGUI();//  update the save/load GUI and get the number of items:
            //  When we delete *the last* slot the highlight is
            //  removed, so we should get it back by highlighting
            //  a new last slot:
            //if (ListBoxGetSelected(GUISAVELOAD, sldListbox) == -1){
                //  highlight the last item if required:
               // ListBoxSetSelected(GUISAVELOAD, sldListbox, totalSlots - 1); }
        }
        else Display("Please, choose a saved slot to delete!");
    }
    else if (button == sldCancelButton) {  // if click on a *cancel button*:
           CloseSaveLoadDialog();} // close the save/load GUI;
}
//####################################################################################################################
function on_event(int event, int data) {
  // called when an event happens (see AGS manual for details)
    //  inform our save/load GUI of the event;
    on_event_SaveLoadDialogGUI(event, data);
}

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