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Messages - abstauber

#281
Dont worry, usually they upload a whole bunch of photos after Mittens is over.

But nope, there's no secret group that I am aware of 8-)
#282
You think somebody downloaded Gabriel Knight again, which voided all remaining traffic? :-D

Btw. some pics are currently on FB.
#283
Really nice entries so far.

@selmiak
I would love to see that image with a true 255 color count. Wouldn't it be possible to turn the bg-nebular into something more in the vain of "The Dig". Otherwise I love it :)


Edit: Since I already posted here, I might as well submit this.

[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/07/default_template_contest.png[/imgzoom]

sans Roger
[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/07/default_template_contest2.png[/imgzoom]
#284
Yup, every door is unique (nod)
#285
1. in addition to that, you can also use "any_click_on_door_special". In this function you can set a custom audioclip for each door. (Useful if you have a wooden and an iron door.)

2. Make sure you keep track of your door ids. It sounds like some doors share the same id.
#286
Wow, you never stop learning about quirks of AGS :)
Thanks for the clarification.
#287
Glad that this could be solved, even with my added confusion.
But I'm almost certain, that repeatedly_execute does not fire during dialogs, only repeatedly_execute_always does. And even repeatedly_execute_always should not fire unless you set "Run game loops during dialogs" in the general settings.
Or did this change recently?

Another thing to solve this would be this one, since all GUIs are usually disabled during dialogs
Code: ags
IsInterfaceEnabled()



#288
I solved a similar issue in the 9verbs template like this.

In the CustomDialogGui script, you need to add a global var like
Code: ags

bool in_speech;


In the _prepare function, you can add
Code: ags

in_speech = true;
// you can also hide you inventory gui here
if (gDavesInventory.Visible == true) {
    gDavesInventory.Visible = false;
}


And finally in the repeatedly_execute area of the module, add this
Code: ags

  if (in_speech == true) {
    in_speech = false;
    if (gDavesInventory.Visible == false) {
      gDavesInventory.Visible = true;
    }
  }


Of course you can also export/import in_speech and prevent the gui showing up in your inventory module.
#289
Sure, that is actually not a big deal. First you need to resize the gAction GUI to your game's screen resolution (eg 320x200)
Now you need to copy over this adjusted  AdjustActionBarPosition function to your template and make sure it is called in repeatedly_execute_always

Code: ags

void AdjustActionBarPosition() 
{
  int actionLabelWidth = GetTextWidth(ActionLine.Text, eFontTextOut) + 4;
  int actionLabelHalf = actionLabelWidth / 2;
  int xpos = mouse.x - actionLabelHalf ;
  int ypos = mouse.y - Game.SpriteHeight[mouse.GetModeGraphic(mouse.Mode)] - 4;
  
  if (xpos + actionLabelWidth >= System.ScreenWidth) xpos = System.ScreenWidth - actionLabelWidth;
  else if (xpos < 0) xpos = 0;
  
  if (ypos < 0 ) ypos = 0;
  
  ActionLine.X = xpos;
  ActionLine.Y = ypos;
  ActionLine.Width = actionLabelWidth;
}
#290
Quotehow do i go about updating my game from the 9-verb template?
Currently both templates share the same features, except the save/load handling. You can export the save/load GUIs from the template and import them to your game. Also you need to export the optiongui module.
Actually migrating your game completely from one template to another might indeed be quite a pain ;) I'd rather say: create a new game from Tumbleweed template and import your rooms into it. Afterwards apply your other changes, fonts colors and graphics.

Quotehowever in lucasarts games when you look at stuff you can still move while the text keeps displaying
Unfortunately displaying speech is usually blocking in AGS. You could use BackgroundSpeech, but that way you would loose the talking animations with "lucas style speech".
#291
I finally managed to update the documentation and I also added a new chapter about the changes and differences to the 9verbs MI-style template.
I guess waiting for further bug reports at this point might be a bit useless, so I call this a release candidate :P
#292
Then I'd say: if you can actually find another library, go number 2 (maybe that would even support gif :) ) Otherwise I'd suggest to load them into the memory.
@Scavenger: How big are your files? Mine didn't exceed 2 MB if I remember correctly.

Btw. I would have suggested GIF support earlier, but since I can't help with the implementation, I didn't want to add more raise the stress level with even more demands ;)

Would this be of any help?
https://github.com/aseprite/flic
#293
What about letting FLIC go entirely and support animated gifs instead. AFAIK the functionality is almost identical and it is way more common. Apart from Scavenger nobody is currently using .flc anyway. Short video sequences can even be done by loops and views (which is what I did back in the days).

Supporting ancient games can still be handled by Scumm VM ;)

But I start getting the level of despair of what it means maintaining all those hacks and backwards compatibilty.
#294
Also for this kind of stuff, try the Tween Module. It makes your life considerably easier and also handles transparency transitions.
#295
Here's another release, mostly fixing running issues.

Oh and currently this thread the one with the most views ever in "Modules & Plugins" :=
Go verbs!
#296
Great news! At a first glance, it seems to run just fine.
#297
Okay, this would be a valid workaround. Still it is a bit unpredictable, that the engine cuts off the inventory name at 24 character, while the editor allows 255. Why 24 in the first place (wtf) ?
But of course this is not top priority. It is just a minor inconsistency .
#298
Lo and behold, I received a bug report :-D
Beta4 is up. The running mode now waits for certain distance between player character and cursor. Also the running isn't blocking anymore.

edit: We have reached Beta5. You can now "run" on hotspots with an exit extention to change rooms.
#299
The Rumpus Room / Re: Name the Game
Tue 09/05/2017 14:44:39
Yes, that it!
#300
Here's a new beta and I finally managed to create a repository for this template.

Changes:
The "cog" button is now on the same GUI as the action label.
Slight changes to what happens if you "talk to" nothing.
Code cleanup and small bugfixes

Did actually anyone already give this a go?

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