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Messages - abstauber

#1621
Great that you find it useful :)

I hope I get you right:

In order to disable "use with" or in other words force use, you have to add the use extension to item's description. If you look at the item iEnvClose from the test room, you can see it there.

In order to enable "use with" you simply remove the extension, like in the item iKey.
This way you still have the "use" verb active. So single click on the item directly brings you to "use with" and using the verb directly uses the item. Although I can' really suggest this, as nobody would expect that click the verb does something different than simply clicking the item.

Now if you want to force use with you have to get rid of the extension and clear the function from the event "Interact inventory item".
That way, it's always "use with". No matter if you directly click or use the verb.

I hope that helps.

-----edit:
I've updated the manual and fixed a few bugs. Please enjoy v.1.2.1 :)
#1622
Sorry to bump this. Has there been any progress on this?

I'm currently working on guis in the scumm template and try to detect a the height of a listbox item.

Right now I'm using GetTextHeight and manually add 2px. Is this still a fixed value?
#1623
Hey Guys,
here's the "patch" ;)

around line 1371 in guiscript.asc

change from
Code: ags

if (InventoryItem.GetAtScreenXY(inv_xpos, inv_ypos)==null) MainInv.TopItem-=inv_items_row;


to
Code: ags

if (InventoryItem.GetAtScreenXY(gMaingui.X+MainInv.X+1, gMaingui.Y+MainInv.Y+1)==null) MainInv.TopItem-=inv_items_row;



Thanks for reporting! Maybe I should add a short high-res section to the manual.

Cheers!
#1624
Neato! I've instantly bookmarked those two sites :)

I suppose I just don't enough about vector ttf creation then, because what I did was taking the outline font and inversed it.
So to my understanding it should have worked, but there are just so many nuts and bolts, I might have overlooked the right one. If I ever make my own font, I make sure to make it bitmap.

Thanks!
#1625
Critics' Lounge / Re: Spriting Technique
Wed 10/03/2010 14:14:24
Quote from: Dualnames on Wed 10/03/2010 13:37:25
My cat's name is Trill.

Like the bird seed?


well, I bet the don't sell it in Greece

Anyhow, SookieSock, I hope you're making a game with that background. It's looking quite interesting, just the style gap is bugging me a bit.
#1626
Hi, this has been bugging me for almost the whole day.

aedwards00 asked me what to do about this outline fonts problems, you get in high-res games. In this thread, there's also a screenshot of the issue:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40335

So I tried to edit the fonts, supplied with my template for ages but haven't succeeded at all. Then I've found those fonts http://www.file-upload.net/download-1910940/fonts.zip.html and they work like a charm.

What's so different with those fonts? Does anyone know what do I need to do when I want to create outlined ttf fonts for AGS?

(I've been using with fontforge btw.)

Thanks a lot! :)
#1627
@ psyphiphile

Yaaay! Thats it! Thank you so much. Finally this piece of memory is complete again ;D
#1628
Well you could do it like this:

Code: ags

  if (UsedAction(eGA_Open) || UsedAction(eGA_Close))
  {
    if (MovePlayer(640, 420)!=0) cEgo.Animate(2, 2 , eOnce, eBlock, eForwards);
  }
  if (any_click_on_door_special(0, oDoor.ID, 640, 420, eDir_Right, 2, 180, 88, eDir_Right, 0, 0, 4, 0)==0) Unhandled();


But this way you would always have to add some lines of code before the actual door script which would undo the benifit of it.
So including the animation inside the function "any_click_on_door_special" itself might be an option as well.


Edit:

I've just updated the template to v1.2:
The included fonts now work in high-res games as well and I moved the options from the header to the script file (thanks to Monkey's coding lessons ;) )

So if you're looking for the options, they're now in guiscript.asc.
#1629
Wow... it's like looking at a really dark Willy Beamish.

(and I bought that two times - floppy & CD version)

I hope that one day you'll make progress on this again.
#1630
The Rumpus Room / Re: Happy Birthday Thread!
Wed 03/03/2010 09:53:32
Happy belated birthday Eggie + FruitTree!

Happy birthday Nacho!
#1631
@General_Knox: Yep :)

@monkeh'
I'll drop you a pm in order to get some c-tutoring

Edit: Done! Thanks to you, v1.6.1 is now online :)
#1632
Quote from: tzachs on Tue 02/03/2010 16:39:11
Cool game, discordance!
I gave up when I got to the giant grasshopper near the shipwreck though, I shot him about 30 times and he still didn't die, that bastard (and that was on the second easiest mode)!
Is it possible that every time I go inside the hole and come back his health goes up to 100% (that was my strategy)?

I took me exactly 33 hits ;)
#1633
Quote from: AGS Wiki link=http://www.americangirlscouts.org/AGSAwards/rules.php?section=definitions
19. The P31NS Award - Awarded to the most uninspiring game/demo created with AGS. All nominations are welcome. Nominations will be selected, from which the AGS community will vote upon their LEAST favourite game.

err.. seems like it isn't an idiot-member awards after all  ::)
#1634
I know I should just shut up and let this topic end itself.

I can't! :(

1) Compared to Calin, the jokes on your costs are negligible :)

2) The p3n1s-awards have been there til 2006

3) If you re-read your post history (except for liking my tutorial ;) ) you might understand, why Dualy made up that joke. Calm down and for a change post something nice again.
The real winner of the audience has already best been described by Chicky.


And regarding the voice award announcement:
If would have been there, I might not have messed CQ about. But since you've decided not to attend and everyone already knew that McCarthy would win, that hoax was not too inappropriate. And I've played, finished and feedbacked CQ3 :)

#1635
Congrats to Tzachs as well.

Too bad I got stuck on "This odd Feeling" so I didn't vote either. The short voting deadline came a bit unexpected and maybe I've been a bit too excited about the AGS awards. So anyway: good show, I'll play the rest later on.
#1636
An idiots oppinion to that:

Simply stop posting uncensored log files publically [PERIOD]


I think it has been a great night and I had more than a cheap laugh. Please don't ruin it with political correctness.

Of course you could also let Roger do the moderation and announcements and mute everyone else. Who needs freedom of expression.  ::)

These are community awards - if you kick the community in the nuts, it might be possible for it to kick back.
Well...  not mature but understandable.


---edit: and yeees, I'm not the ambassador of the community, I only speak for myself, blablabla.
#1637
General Discussion / Re: AGS group projects
Sun 28/02/2010 17:37:04
That was really insightful. Though I find it problematic to always be pushy and naggy as a team leader. Since the member it's a hobby for all of us and everyone is investing spare time.
Though I think I let go of the vision aspect too much - 'hope I can fix it until even more Bens are leaving me ;)

(of course I need to hire a few Bens for that to happen... :P )
#1638
Thanks for your feedback, Tuomas and Ricco.
I'll add some bursting bubbles above his head, that should raise the fun level a bit :)

But apart from I think it's better to let go of my perfectionism and keep the walkcycle for now, as it seems like it works for most of you. Nonetheless I've learned quite a lot from this animation and your advices so I hope the next one will be better.

Thanks again.
#1639
General Discussion / Re: AGS group projects
Fri 26/02/2010 22:40:28
Quote from: Radiant on Fri 26/02/2010 20:50:15
Quote from: abstauber on Fri 26/02/2010 14:41:11
I find that to happen in all projects where you don't pay the people.
I beg to differ! :D

Tell me your secret! :)
#1640
General Discussion / Re: AGS group projects
Fri 26/02/2010 14:41:11
QuoteThe Team Challenge competitions usually start off pretty promising, with lots of good intentions and optimistic plans, but then the teams drop off one after another, falling victims of all the inherent illnesses that come with group projects.

I find that to happen in all projects where you don't pay the people. I guess there's a reason why FoY takes like forever whereas Dave Gilberts games have a reliable deadline :)
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