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#81
In my game the wait cursor is invisible. So during blocking commands the player can't see it. But he can still move the mouse around and if it's over a GUI button then the mouseover-image is displayed.

I would want that the wait cursor doesn't trigger the mouseover-images.
#82
Thank you for updating the link.

And I have a question:

As you implement so many new script functions in each version, can you provide a list of all or the new functions with parameters?

Because in the plugin template I have a routine which imports the addresses for all script functions using GetScriptFunctionAddress, so that they can be used like normal delphi functions.

#83
Maybe it helps if you run winsetup.exe in the game folder and select a different device for digitial sound.

Maybe there is an application open in the background which is already using the device. I get this error when I try to start 2 instances of a game, then the secon game reports the error when it starts.
#84
as you can have transparent GUIs you can put the "switchable stuff" on a transparent GUI which is over the normal GUI.
#85
Thanks for the hosting, Dorcan  :)
#86
Hello BlackBaron,

can you please post your solution because I'm looking for the same effect (dialog GUI is on during the whole dialog except the intro and "last words").

I tried different things some days ago, but nothing was really satisfying, so I decided to wait until CJ is back and suggest this behaviour as a feature for a future release.

Thanks in advance.
#87
As redruM's website seems to be frozen, I sent the plugin by email.
#88
The new Plugin API for Delphi is ready. Please email me to get the files, if you're interested.

Maybe someone can host them as long as my server is down.

Thanks.
#89
Sorry Gnarf :-[ and thanks for clarifying...
I always thought it is a port of the development environment and not just the runtime engine.
Next time I better :-X

"wrong ressource"... well, it's the ONLY one as far as I know  ::)
#90
The problem isn't the new-room, because it works fine as long as you don't ask Grace about herself. After the topic is changed to topic 1 and then changed back to topic 0 the error occurs.

I suspected the goto-previous command in topic 1, so I changed it to goto-dialog 0, but it didn't help.

This seems to be a bug.

Workaround:
In Topic 1:
@6  // option 6
run-script 1

In global script:
function dialog_request (int parameter)
{
 if (parameter == 1) RunDialog (0);
}
#91
Well, the third sticky topic in this forum sounds like "AGS Linux v2.6 Now Available" :o, so there is a small chance that you will find there the information that you ask for.  ;D
#92
How to reproduce:
1. Start a new game with resolution 800x600
2. Import a background 800x500 (not 600)

The relative room size won't be 400x300, but 400x250.

3. Test game
4. Move mouse cursor into the lower black area.

Illegal exception
An exception 0xC0000005 occured in ACWIN.EXE at EIP=0x00414ECA; program pointer is +31, ACI version 2.60.693, gtags (0,36)

The same exception occures when the character walks down into this black area, a GUI should be displayed in this area.


Next test with background 700x500:
Moving the mouse cursor over the right black area, the background from the left side is painted, same for a character walking there.
#93
It seems to me that there are different midi-file-formats available and AGS doesn't support all. Once a midi file didn't play, so I copied another from a game and it worked. After some more testing I loaded my midi-file into a midi program, saved the file, tried again... and it worked.

#94
Proskrito:
My server is currently down, but I can send you the script by eMail.
#95
Why don't you use objects instead of characters?
#96
How often is "IsTimerExpired(1)" in your room script and in your global script?

If it's more than once, then this could be the problem (see http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=10554)
#97
QuoteNote that this function will only return 1 once - after that, the timer is placed into an OFF state where it will always return 0 until restarted.

Change rep exec:

if (IsTimerExpired (2)==1){
if (GetGlobalInt (2)==1){
character [SHELL].x=108;
character[SHELL].y=88;
PlaySound (2);
character [SHELL].room=4;
SetGlobalInt (2,2);
}

else if (GetGlobalInt (2)==3){
character [SHELL].x=222;
character[SHELL].y=101;
PlaySound (2);
character [SHELL].room=4;
SetGlobalInt (2,4);
}
}

IsTimerExpired can't be called twice.
#98
Is there a workaround?  ;D
#99
function CallEveryGameCycle ()
{
 // commands
}

function repeatedly_execute ()
{
 CallEveryGameCycle ();
}

if you do something like this, then your function CallEveryGameCycle is called as often as repeatedly_execute (for every frame).

If this isn't what you need, then you should be more specific what you want to realize.
#100
Dan2552:
As a start it would be great to have a multiplayer adventure. Then in the next step we can learn from the experiences and decide which game data should be saved and how.

Guybrush:
2 or more players could compete in the same adventure like only one can in the treasure. The players can activate traps to stop the others for a while.

Or it can be a cooperative game in which the players would have to work together.

It can be unspecific: one can solve the puzzles alone, but it could be easier with others. So the players can decide wether they want to work together or not.
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