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Messages - a-v-o

#61
As you have quite a bunch of questions and want to make a game which isn't like the standard adventures, I suggest that you can send the game to me and I try to make it like what you have in mind.

Then you can learn from the result how to script something similar.
#62
I've put a demo here:
http://a-v-o.selfhost.de/ags/download/spacebar.zip

used stuff:
room1:
- object0: sprites 6 and 7; custom property "inv_item"
- region1 around object 0 with 2 interactions

look at "spacebar" lines in global header and script.

#63
You can find a script here:
http://a-v-o.selfhost.de/ags/scripts/dog.zip

The dog will try to keep moving inside a ring around the player character. Only when the player character walks towards the dog they can come close to each other.

I hope this is what you want.
#64
Look at the character page: checkbox "Can be walke through"
#65
When the mouse cursor is over any GUI then the right click isn't triggered. What happens to right clicks on a GUI? They don't trigger on_interface_click either.
#66
good, then CJ can fix the GetTextExtent which he propably also uses internally to mark the region dirty. Then you won't need the workaround anymore.
#67
CJ changed the screen upate in 2.6. Therefore there is a new function: MarkRegionDirty.
Maybe this function is what you need, or a different hook. Which event hook do you use?

#68
this is similar to the "interaction editor" in the Games Factory
;)
#69
For NOT you can use a simple subtraction and with it you can build a xor function:

Code: ags

// for 16 bit integers
#define MAXINT   2147483647

function not (int a)
{
  return MAXINT - a;
}

function xor (int a, int b)
{
  return (not ((a & b) | (not (a) & not (b))));
}



#70
I could think of a cross table, so that you can look at all interactions at the same time like:
Hotspots    |0|1|2|3|...
------------+-+-+-+-+---
Look at     |*|*|*|*| 
Interact    | |*|*|*|
Use inv on  |*| | | |
Talk to     |-| |-| |
Any click   | | | | |
...         


* would be a symbol for "run script"
- would mean that other actions are set, so you can't set a simple run-script
empty cell: no action is set
#71
MagicGamer:

Is your game in 800x600 resolution, but your background smaller than 800x600 (e.g. 800x500), so that there is space for a GUI below the scenery?

I got a similar exception when testing this resolution:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10718;start=msg129650#msg129650

The problem should be fixed in the version RC1:
Quote* Fixed crash in 800x600 games if a background smaller than 800x600 was imported.
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10915

#72
Might be a problems with brackets { }. Maybe the later if-clauses are inside the previous if-clause like here:

if (param == 1)
{
 // do 1
}
if (param == 2)
{
// do 2
}
if (param == 3)
{
// do 3
if (param == 4)
{
// will never be executed because param is always 3 here
}
if (param == 5)
{
// will never be executed because param is always 3 here
}
}


suggestion:
put "else" in front of each if (except the first one). The excecution of the script should be a tiny bit faster and AGS should give you a compiler error at else-if-4.
#73
prevcur should be defined outside of the function in the room script. Also it should be set only once, because otherwise it is at first set to the old cursor mode, but then to 8 or 9, so that the old cursor mode gets lost:

int prevcur = -1;

function hotspot....
{
int newcur;
if (character[JP].y > 100)
{
   SetLabelText(5,0,"DO THIS");
   newcur = 8;
}
else
{
  SetLabelText(5,0,"DO THAT");
   newcur = 9;
}
 int curcur = GetCursorMode();
 if (prevcur < 0)
 {
   prevcur = curcur;
   SetCursorMode (newcur);
   EnableHotspot (6);
 }
}

function hotspot_6....
{
 SetLabelText(5,0,"");
 SetCursorMode(prevcur);
 prevcur = -1;
 DisableHotspot(6);
}

This will only work if each hotspot is surrounded by hotspot 6, so that there is no direct way to get from a hotspot to another. If you have hotspots side by side to each other without hotspot 6 between them, ask again.

EDIT: Ryukage will explain below how you get prevcur into the room script outside the functions.  ;D
#74
Scummbuddy:
Can you post the script in (...before fadein) of the first room?
...and maybe the game_start and repeatedly_execute in global script?
One more possibility that could cause an error could be the code in the on_event in the global script.

Maybe the message means that there shouldn't any blocking command. Also display commands shouldn't be executed before fadein.
#75
Advanced Technical Forum / Re:Double data type
Fri 16/01/2004 22:57:57
There is a plugin for floating point numbers and calculations.

I think there aren't many cases in which you need decimals. You can store fractions in 2 integers: a multiplier integer and a divisor integer.

#76
I uploaded the script (now with english comments) to
http://a-v-o.privat.t-online.de/ags/

If the script doesn't work please tell me what does work and what doesn't.
#77
SimSaw: you want a translation of the editor, but Gilbot and Chernsha ask for multi-byte support for their games (translation of their games).

These are 2 different things.

On the other hand, there is an 'inofficial' german AGS Forum. Sometimes people seek there help with their error messages which I know from this technical forum here, so I tell them in german what I learned here. Or I post here bugs which were found by a user in the german forum.
#78
CDs can be virus checked like any other media (floppy disc, hard disc, ...).
#79
Advanced Technical Forum / Re:RestartGame ()
Sun 11/01/2004 13:03:07
There are some functions (also NewRoom, ...) which don't work instantly. You can set a variable from 0 to 1 at the RestartGame command. Then you check in the first 3 functions if this variable is 0 then execute rest of code else ignore code.
#80
That's what I wanted. Thanks.
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