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Messages - arj0n

#301
Quote from: Shadow1000 on Fri 30/10/2020 21:23:22
Hey arj0n
Thanks for the advice. I deleted the folder and restarted and saved immediately. The folder came back but only a .999 file.
How odd. Thanx for trying out.
I can only suggest you posting this issue in the >Beginners' Technical Questions board<.
Maybe the tech guys over there might have an idea what's going (wr)on(g) here...
#302
Quote from: Marion on Fri 30/10/2020 19:07:43
Sorry Shadow1000, I don't know either why this doesn't work :(

Quote from: Shadow1000 on Fri 30/10/2020 19:47:50
Hey Marion
So if you can confirm that the save isn't right (I don't know if it's any different in the French version; I assume that the scripting is the same and the text is just loaded dynamically) then I think I'll hold off playing until this is resolved. The game looks like fun but I'm willing to wait!

The problem is that Marion just stated that she also has no idea why the saving only in your case isn't working as expected.
So for now there is no way to fix this issue.

One last thing you can do is checking if it is reproducible from within a clean situation.
That means having no agssave.999 file, and therefor no savegame folder at all.

Could you try the following:

  • Remove/delete the folder Wendy Whedon - les Rejets de la Nature in C:\Users\<username>\Saved Games\
  • Start the game and once you're at the train perron and you've been given control over the player character (first situation in the game), don't do anything (e.g. walking) but immediately try to save the game.
  • Next, check if the save file agssave.xxx (where xxx is the saveslot you've chosen, between 001 and 004)) has been created in C:\Users\<username>\Saved Games\Wendy Whedon - les Rejets de la Nature\
#303
Hints & Tips / Re: Megacorp Redux
Fri 30/10/2020 16:19:08
Quote from: Sinitrena on Fri 30/10/2020 15:54:44
Or, in other words, you're exactly where I am.
Yep, that's why I added the prefix "@lanchong:" in front of the spoiler  ;)

Quote from: Sinitrena on Fri 30/10/2020 15:54:44
I tried to get into the city before
Spoiler
picking up the gun. Which worked, but I couldn't do much there. Another dead-end, for now.
[close]
Yes, but getting into the city without doing the stuff in the forest and the temple seems to be a dead end anyway.

Quote from: Sinitrena on Fri 30/10/2020 15:54:44
As this is a remake of an old game, I even looked for walkthroughs of this old version. I only found spanish ones (here, for example), but this only says
Spoiler
"deja pistola", which means "leave gun" (or something like that - I don't actually speak Spanish)
[close]
Not helpful.
True, but this remake isn't following the original game exactly (although it is roughly).
For example, the canoe isn't included.
So yes, it's a mystery for me too how to
Spoiler
get rid f the empty gun
[close]

Also, there's a serious bug:
Spoiler

After going to the temple and the pier, I went back to the forest and entered the screen where the kryyx were, before you gave the meat.
The kryyx are visually not there, but code-wise (bug-wise) they seem to be present again cause the response text tell you.
You can't provide new meat (gun empty after shooting) so you can't get passed them, therefor you can't get to the scene with the huts and the water with the flesh-eating fishes anymore...
[close]
 
#304
Quote from: Shadow1000 on Fri 30/10/2020 15:05:44
Holy Cow! I opened that folder and there are 123 saved games over the past year and a half alone! Time to clean up a bit.
Yep, it piles up quickly in that folder when you leave it for so long  ;)

Quote from: Shadow1000 on Fri 30/10/2020 15:05:44
There is an agssave.999 but I think that one is created by the system or something and isn't a real save? Is that correct?
Correct, that one is always created once you start an AGS game.

So, seems you've got yourself a strange situation there, not being able to save. No clue what is going wrong here...
#305
Quote from: Shadow1000 on Fri 30/10/2020 13:48:09
Hmm...this should be simple! I click Save. There are four slots. I click one...and then what.? Am I missing a step?
I think this is the first puzzle.
It is indeed that simple.
Click Sauver, click a slot, done (no saved-confirmation is shown and you're back in the game)
No clue why this goes wrong.
After you've saved the gae, is there a savefile created in the save folder?

Folder:
C:\Users\<username>\Saved Games\Wendy Whedon - les Rejets de la Nature\agssave.xxx
(where xxx is the clicked/selected save slot)
#306
Hints & Tips / Re: Megacorp Redux
Fri 30/10/2020 14:45:30
@lanchong: here's a partial walkthrough:
Spoiler

take the battery from the ship's cargo area,
leave ship (east)
south, west
shoot a zith
east, north, east, east
give zith meat to kryyx to get the pathway cleared
east, north
enter most left-hand side hut
use medkit to heal old Ynnh'arr, you'll get a flask in return
talk to old Ynnh'arr
exit hut
south, east
use flask on water
click water to dive in lake
examine stone pillar
take diamond
up/north, you're back in front of the lake
south (to the forest), west, west, north,
enter the water
west
enter temple
examine pedestal
click on glowing part, to enter a chamber
a stone pillar is shown
place diamond on pedestal
you'll now find (you get it in your inventory) a green alien token
south, south, east, north
climb pier
give green alien token to young Ynnh'arr, he'll give you a plastic card
talk to young Ynnh'arr
[close]
Now if I only knew how to get rid of the empty gun....
#307
Saving works fine for me...
#308
Yes, seems like he managed to implement the translation, strangly enough there's no new download offered  ???
One option left: try to contact the author...
#309
Quote from: heltenjon on Thu 29/10/2020 11:49:05
Was there ever released an English translation of Osher Bli Gvulot - Boundless Osher?
Nope, there's only the non-english version, created at 17-09-2007.
#310
Quote from: heltenjon on Sat 24/10/2020 13:19:28
Quote from: bx83 on Sat 24/10/2020 01:34:57
I’m publishing a game soon, and I’d like it to be a success (no way of knowing if it will make $500k or $57.80, but hey).
I’ll be putting out a demo - how long should it be? Should I even bother with one, and just put an enticing video/screenshot package?
QuoteI think it's really annoying if there's no signal that the demo is done, si I definitely would want it restricted to doing a task, showcasing only a few locations or similar.
Indeed, the whole idea of a demo is (a) to let the player get familiar with the game, (b) obtain responses from the demo-players after they've played the demo so you can adjust/improve stuff, and (c) let the player know there will be more soon(-ish).
Therefore, as for point (c), is giving no signal that the demo is finished is a bad idea.
#311
in this example 'invCustomInv' = the name of the inventorylistbox:

Code: ags

//when clicking on inventory box on an item on:
function on_event(EventType event, int data) {
  if (event == eEventGUIMouseDown) 
  {
    if (mouse.IsButtonDown(eMouseRight)) 
    {
      GUIControl *theControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
      //right-mouse click on inventory box:
      if (theControl==invCustomInv) 
      {
        if (player.ActiveInventory != null)
        {
          player.ActiveInventory = null;   // lose active inventory item
          mouse.Mode=eModeInteract; //set whatever mode it should be
        }
        else if (player.ActiveInventory == null)
        {
          InventoryItem *i = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
          if (i!=null) //only if there isn't an inventory item where you're clicking
          {
            mouse.SelectNextMode(); // cycle cursor
          }
        }
      }
    }
  }
}


You might want to adjust this because it is not per see exactly what you wanted.
You can place this code under the previous code you've put in your global script.
#312
the action buttons and inventory list can have their own events, codewise just like the one you now used.
#313
The global script is the correct place.

First make sure the correct giu name is set in the code snippet youve pasted:
in line 2 of the example make sure "gMyInventory_OnClick" uses the name of your inventory gui.
So if for example your inventory gui is named gMyInventory, than line 2 needs to become this:

function gMyInventory_OnClick(GUI *theGui, MouseButton button)

Secondly:
Make sure the giu event is linked to the code:
- Open your Inventory gui
- Now on the properties pane, click the Events icon (the lightning icon)
- In the Events list you'll see an Onclick item.
- Here you click the 3 dots at the right-hand side and the link to the global script code (you've pasted) will be used

gInventory_OnClick (or whatever your giu is named) will now be set as link name.

Now save and re-run your game to check if all works correct.
#314
Sorry, totally missed that inventory part of your question.

Code: ags

//when clicking on inventory gui outside the inventory box:
function gInventory_OnClick(GUI *theGui, MouseButton button)
{
  if (mouse.IsButtonDown(eMouseLeft)) 
  {
    //do nothing
  }
  else if (mouse.IsButtonDown(eMouseRight)) 
  {
    if (!player.ActiveInventory == null)  player.ActiveInventory = null;   // lose active inventory item
    else if (player.ActiveInventory == null)  mouse.SelectNextMode(); // cycle cursor
  }
}


line 10 can be removed if not needed of course (and, in that case, also remove the " else if" of line 11)
#315
Code: ags

function on_mouse_click(MouseButton button)
{
  if (IsGamePaused())
  {
    // game is paused, so do nothing (i.e. don't process mouse clicks)
  }
  else if (button == eMouseLeft)
  {
    if (mouse.Mode == eModeWalkto) // if it is walk-to command
    {
      if ((GetLocationType(mouse.x, mouse.y) == eLocationHotspot) && (IsInteractionAvailable(mouse.x, mouse.y, eModeLookat) == 0)) Room.ProcessClick(mouse.x,mouse.y, eModeInteract); // if there's a hotspot under mouse cursor then fire "interact" event
      else Room.ProcessClick(mouse.x,mouse.y, eModeWalkto);
    }
    else Room.ProcessClick(mouse.x,mouse.y, mouse.Mode);
  }
  else if ((button == eMouseRight || button == eMouseWheelSouth) || (button == eMouseMiddle) || (button == eMouseWheelNorth)) mouse.SelectNextMode(); // right-click, so cycle cursor
}


remove eMouse... options from line 16 if needed.
#316
darn, clicked quote instead of edit...
#317
You're talking about 'Sarimento on Hyperborean Island'?
#318
Quote from: Olleh19 on Tue 20/10/2020 21:38:43
DLL's are in compiled folder and the mainfolder.

Quote from: Dualnames on Tue 30/04/2019 03:20:35
The only thing u have to do, is make sure u put SDL2.dll inside ur debug and compiled folders, otherwise you'll get error messages.
#319
Quote from: VampireWombat on Mon 19/10/2020 13:14:07
By copying and clicking I did at least get a title for the video, so I know it's not game footage or anything. Maybe it's restricted to not allow US viewers.
That might be the case.
#320
Quote from: VampireWombat on Mon 19/10/2020 12:54:17
Quote from: milkanannan on Sat 17/10/2020 13:53:35
Your video still shows unavailable for me.
It plays without any issue for me.
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