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Messages - arj0n

#141
Open your antivirus software and add the folder where AGS is installed as an exclusion.
#142
Site & Forum Reports / game search broken?
Sat 06/11/2021 20:02:22
I tried to search up Heartland deluxe, which does exist in the db (https://www.adventuregamestudio.co.uk/site/games/game/813-heartland-deluxe), but no results.
instead it leads to: https://www.adventuregamestudio.co.uk
Any search seem to result this way.

Repro:
#143
General Discussion / Re: DRM Discussion
Thu 23/09/2021 10:39:34
It's DRM once you are forced to sign an agreement.
So a 3rd party client (like steam) is basically also DRM, because it usually does contain a user agreement when you install the client.
Itch.io can host your games as DRM free. GOG has DRM free games.

DRM free: when your able to download the game packed as archive, not as an installer that contains a license agreement, and the archive contain the game files itself, not an installer that contains a license agreement

"Having to install a client to download something is not DRM; preventing you from copying that thing you downloaded is."
True, the client isn't DRM, the game itself can use DRM. Steam does not offer standalone DRM-free installers or downloadable archives, which is what Frodo seems to prefer.

"By your logic, itch.io would be DRM too, because you have to use a 3rd party application (i.e., a web browser such as Firefox or Chrome or Safari) to download their games."
The licence agreement of a browser itself isn't related to DRM of games.

"Games on Steam only have DRM if the developer chooses to implement it"
True. Steam has DRM free games too indeed. So it depends on the the game license itself.
#144
The Rumpus Room / Re: Name the Game
Thu 16/09/2021 21:41:41
It could, but is not  :)
#145
The Rumpus Room / Re: Name the Game
Thu 16/09/2021 14:58:06
No one?  8-0
Alright, another screenshot:

[imgzoom]https://dam1976.home.xs4all.nl/AGS/NameTheGame/2021-09-04/sc03_320.png[/imgzoom]
#147
something like this:
<image link here>


EDIT:
sorry, this post was supposed to go in this thread...
#148
I did a spaceship crawler some time ago called Desolate.
#149
Quote from: Slasher on Mon 13/09/2021 03:43:48
You need to change Move to AddWaypoint command which is also non blocking in the background...
AddWaypoint is for characters, not for objects.

Below is an example:
First it sets 3 cars at initial startppoint in the leftside, outside the screen (in room_Load).
Then a loop starts to move 1 car (out of 3 in this example) each time (in room_RepExec):
(1) pick one random car out of the 3
(2) move that car to the rightside outside screen
(3) set moved car back to start position
(4) wait 3 seconds (change that with the waitUntilNextCarStarts value) and loop again

Try something like this (not tested, pseudo code):
Code: ags

// room script file
bool carIsMoving;
int waitUntilNextCarStarts;
  
function room_Load()
{
  oFlyCars1.X = -50;
  oFlyCars1.Y = 26;
  
  oFlyCars2.X = -50;
  oFlyCars2.Y = 26;
  
  oFlyCars3.X = -50;
  oFlyCars3.Y = 26;
  
  carIsMoving = false;
  waitUntilNextCarStarts = 120; //40 is 1 second
}

function room_RepExec()
{
  
  if (carIsMoving == false) int ranCar = Random (2);
  
  if (ranCar == 0)
  {
    oFlyCars1.Move (380, 26, 10, eNoBlock, eAnywhere);
    carIsMoving = true;
  }
  else if (ranCar == 1)
  {
    oFlyCars2.Move (380, 26, 10, eNoBlock, eAnywhere);
    carIsMoving = true;
  }
  else if (ranCar == 2)
  {
    oFlyCars3.Move (380, 26, 10, eNoBlock, eAnywhere);
    carIsMoving = true;
  }
  
  if ((oFlyCars1.X == 380) || (oFlyCars2.X == 380) || (oFlyCars3.X == 380))
  {
    oFlyCars1.SetPosition (-50, 26);
    oFlyCars2.SetPosition (-50, 26);
    oFlyCars3.SetPosition (-50, 26);
    SetTimer (1, waitUntilNextCarStarts); 
  }
  
  if (IsTimerExpired (1)
  {
    carIsMoving = false;
  }
}
#150
The Rumpus Room / Re: Name the Game
Thu 09/09/2021 13:55:20
Uh... nope
and nope
#151
The Rumpus Room / Re: Name the Game
Thu 09/09/2021 08:31:39
a hint: this game will keep you in good spirits

and another screeny:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/NameTheGame/2021-09-04/sc02_320.png[/imgzoom]
#152
The Rumpus Room / Re: Name the Game
Thu 09/09/2021 07:26:27
It has a bit of a loom feeling indeed, but no


This game was released on multiple systems.
#153
Yes, I wrongly assumed that ags had a sort of drag'n'drop behavior for the inv.items, my bad.

And yes, your workaround looks also interesting, using a transparent graphic for the active inv.window item.
Using an area is the way to go indeed, it will also store the 'previous' slot for all items before one becomes an active inv item,
so once one item becomes active, all others will be replaced. That way the active one (the transparent one) can be placed as last item.
Otherwise the top (1st) item will be the transparent one which just looks odd.

Thanx CW and Khris for the suggestions!  :-*
#154
The dummy char inventory sounds, as how you described it, indeed like a workaround for my issue.
Thanx, will look into that.
#155
Well, I thought I had a working custom inv window script as shown in the first post.
All does work fine, except for removing the inv.item from the box after selecting it.

Adding LoseInventory after selecting an item (after line 20 and 21 in snipped in 1st post), does remove the item from the box (obviously) but also makes the player lose the selected item, which I don't want.

I'm doing something wrong or I'm missing something but i fail to see what...
#156
When having a custom inv. window handling and I set an item as the player's active item, I expected the item to be 'auto-removed' from the inv.box but I can still click with the now active item on the same item in the inv. box
(e.g.: select key, can click with key on key in inv box).

When I currently select an inv. item via left-mouse click (see line 20 & 21 in code snippet below):
- the item is correctly set to the player's active item,
- the mouse-mode is correctly showing the item's mouse cursor image when in useinvmode
But:
- the item is still shown in the inventory item box

Am I overlooking something? Do I need to update the inv.box after setting an item to be the active item?

current settings & script:
In general setting 'Override build-in inventory window click handling' is set to True
And in the Global script I have this on_event function:

Code: ags

function on_event(EventType event, int data)
{
  if (event == eEventGUIMouseDown) 
  {
    if (mouse.IsButtonDown(eMouseLeft)) 
    {
      GUIControl *theControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
      if (theControl==invCustom)
      {
        InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
        if (item == null) {}
        else if (item != null)
        {
          if (mouse.Mode == eModeLookat) item.RunInteraction(eModeLookat);
          else if (mouse.Mode == eModeInteract)
          {
            if (player.ActiveInventory != null) {}
            else if (player.ActiveInventory == null)
            {
              player.ActiveInventory = item;
              mouse.Mode = eModeUseinv;
            }
          }
          else if (mouse.Mode == eModeUseinv) item.RunInteraction(eModeUseinv);
        }
      }
    }    
    else if (mouse.IsButtonDown(eMouseRight))
    {
      if (player.ActiveInventory != null)
      {
        player.ActiveInventory = null;
        mouse.Mode = eModeInteract;
      }
      else if (player.ActiveInventory == null)
      {
        if (mouse.Mode == eModeLookat) mouse.Mode = eModeInteract;
        else if (mouse.Mode == eModeInteract) mouse.Mode = eModeLookat;
      }
    }
  }
}

#157
Drat!, overlooked this line in the manual, sorry:

QuoteNote that the maximum length for the name of an inventory item is 24 characters - if the name you set is longer than this, it will be truncated.
:-[

Quote from: Crimson Wizard on Wed 08/09/2021 02:55:47
If you still want long names, this problem may be worked around by coding your own text display instead of @overhotspot@ and reading item name from a custom property or an array in script etc.
(nod)
#158
Using ags v3.5.1.10
My game has a resolution of 320 x 200
I have a topbar with label, both 320 width
The label uses @OVERHOTSPOT@ as Text which uses the default font eFontNormal
I have an inventory item with the Description "newspaper article from the box"

Now when I run the game and I hover over this item, the label shows "newspaper article from t" instead of "newspaper article from the box"
"newspaper article from t" takes up about only half of the total screen width aka available label space.

This happens with all inventory items that have a name that is over 24 characters long
Is there a restriction on @OVERHOTSPOT@ of max 24 characters (spaces included)?
I haven't noticed this before in previous projects, but I might never have used such 'long' inv.item names before...
#160
The Rumpus Room / Re: Name the Game
Sat 04/09/2021 21:06:02
Nope
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