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Messages - abstauber

#301
Thanks for the info :)
It would be cool if those limits could be lifted at some point.
#302
Sure, go to guiscript.asc and take a look at the Unhandled Function
instead of:
Code: ags

    // unhandled USE INV
    else if (UsedAction(eGA_UseInv)) player.Say("That won't do any good.");

you could write
Code: ags

    // unhandled USE INV
    else if (UsedAction(eGA_UseInv)) {
      if (player.ActiveInventory == iKnife) player.Say("I don't want to cut that.");
      else if (player.ActiveInventory == iOtherStuff) player.Say("I don't even know what it is.");
      else player.Say("That won't do any good.");
}

The unhandled function is all yours to be edited :)
#303
The Rumpus Room / Re: Name the Game
Tue 09/05/2017 10:25:04
Nope, it's more like a mixture between Soccer and Billiard
#304
The Rumpus Room / Re: Name the Game
Tue 09/05/2017 09:09:35
This should give it away.
[imgzoom]http://i.imgur.com/hEBwUlM.png[/imgzoom]
#305
I completely overlooked you ninja edit:
Quotep.s. i noticed that at the end of "function any_click_move" is a "Wait(5);" command...any specific reason why this is there? from what i can tell, all it does is cause the game to block for a fraction of a second every time the character reaches his destination...which felt kind of "glitchy" to me t.b.h.

This is from a time before 3.4.0 where you needed a wait command to actually see the character turning. Why it's Wait(5) instead of Wait(1)... no idea ;)

I replaced it with this code snippet

Code: ags
#ifver 3.4
    player.FaceDirection(dir, eBlock);
#endif
#ifnver 3.4
  player.FaceDirection(dir);
  Wait(1);
#endif
#306
Over at the Scumm help thread, Daniel discovered some rather odd limites regarding descriptions.

It seems like inventory item descriptions can be 24 characters long, even though the editor allows more.
Hotspot descriptions can be almost infinite (tested 35 chars).
Object descriptions can only be 29 chars long and the editor also blocks any longer attempts.

Is there a technical reason for this or could these limites be removed in a future engine release?
#307
1. #5 by CaesarCub
2. #11 by cat
3. #14 by selmiak
#308
Unfortunately nothing I could do right now. Possibly CW, Gurok or Alan could help you out.
#309
Quotewhat seems to be happening is that the names of inventory items get cut off after 24 characters.
I only tried 15 chars when I tried it. But this is seems to be a limitation of AGS itself. The editor limits object names to 29 characters, but apparently it forgot about limiting inventory names.

But the label itself could display all those characters ;)

edit: Hotspot names can be pretty long, I just managed to display "Go To 01234567890123456789012345678901234567890123456"
#310
The Rumpus Room / Re: Name the Game
Mon 08/05/2017 14:05:24
Yeah Psygnosis can't be denied.
But it's not from Shadow of the Beast.

And the main "character" sprite is very disappointing. So much, that I though my copy was broken :D
#311
The Rumpus Room / Re: Name the Game
Mon 08/05/2017 12:31:33
If nobody else wants to, I'd like to ask:

Who else played this:
#312
Hmm... I can't reproduce the first issue. Whenever I click on something empty with "Use" selected, the action just switches to "Go To". No movement involved at all.
Could it be that in your roomscript you have a misplayed MovePlayer or player.Walk command? Does it happen in all rooms?
Also try to create a new game and check if it also happens in this "alley" sample room, the template provides.

Quote
also: is there a limit to how many characters can be displayed in the action bar? i have an item that has a pretty long name and i noticed it gets cut off in the action bar even though there's still plenty of room left.
I just counted 52 characters in total. Did you change the font of the label or did the label size change?
Have a look at the GUI gAction and check the properties of the label ActionLine
#313
Alright, thanks! I'll stick with layout then.

Btw. I've uploaded a new beta. For better testing the second room is now scrolling.
Thanks to arj0n, we have a new translation: dutch.
Also thanks to Bicilotti, Monsieur Ouxx and Cireja for helping me with the existing translation.
#314
Thanks to arj0n, we now have a dutch translation and a new release! :grin:

#315
That would be replacing the content from Guiscript.asc from here:
https://raw.githubusercontent.com/dkrey/ags_9verb-template/master/guiscript.asc

and guiscript.ash from here:
https://raw.githubusercontent.com/dkrey/ags_9verb-template/master/guiscript.ash

But backup your code first!

Additionally for the fix from 1.5.4 you need to edit the Globalscript.asc and edit the function on_key_press(eKeyCode keycode)
Make sure you comment out these two lines in the pause section
Code: ags

  // --- PAUSE-GUI ---
  if (keycode == eKeySpace)
  {
    // SPACEBAR
    if (!IsGamePaused()) {
      PauseGame();
      AdjustGUIText();
      gPaused.Visible=true;
    }
    else {
      gPaused.Visible=false;
      UnPauseGame();
      //SetDefaultAction(eMA_WalkTo);      <---- THIS LINE
      //ActionLine.TextColor=ActionLabelColorHighlighted;   <---- AND THIS LINE 
      CheckDefaultAction();
      UpdateActionBar();
    }
  }
#316
Yep. This can be configured globally in guiscript.asc.
Around line 30 set
Code: ags

bool approachCharInteract = false;


You can also turn it on or off during game time via
Code: ags
set_approaching_char(bool enable)
#317
A question for you native speakers:

How should the label for the GUI style be called? (It is a slider where you switch between classic SCUMM mode and the 'modern' thimbleweed mode.

Currently it is slider called GUI style with the options classic and modern
In German I called the slider 'Bedienung' which can be translated to Mode of operation.

But how could it be called in English? 'GUI style' sounds a bit too technical.
#318
Good idea, I'll update it soon

#319
Since we use "AnyClick" the player doesn't automatically walk to characters anymore. This also applies for hotspots, objects etc.

So you need to do it like this:
Code: ags

function cBman_AnyClick()
{ 
  // TALK TO
  if (UsedAction(eGA_TalkTo)) {
    dDialog1.Start();
  }
  // Just walk to BeMan
  else if (UsedAction(eMA_WalkTo)) {
    Go();
  }
.....
#320
I use a custom GUI in connection with my own little extender function:
Code: ags

function Speak(this Character*, String say, int loop, TextSpeed speed,  int timeout, bool append, bool hidePortrait, bool bgspeech)


That way I don't have to worry much about any builtin AGS Speech. On a downside, dialog scripts do not look as nice as before
Code: ags

@1
  player.Speak("Just saying.");
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