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Messages - beomoud

#61
The link for the module is broken. Where can we get it from?
#62
If anyone from here can't help me with this could a moderator move this post to the technical forum? Thanks...
#63
I can't get the function to work, i used the plugin, i put the "switch flashlight on" part in my code but nothing happens. What could be the problem?
#64
This is challenging but i need to do it for my new rpg. What i want is find a way to check if a character sees another character or if he doesn't when he is standing behind a large obstacle.

I tried this but it didn't work, the idea is this:

Create a new object in the room, object 0, and have it use for grafic an empty sprite. I want to have it draw a new line on every game cycle on this sprite (with dynamic sprite maybe) and use this as the object's image. The line will start from the opponent's eyes and end at my player.

Now i want to check wether it collides with another object and check it's property: kind of object and if it is a large object have it know that they don't see each other.

I dodn't know if this is clear but that's the plan, i am also open to new ideas. It is a part of the detection system i have made for my rpg.

Thanks
#65
This looks very good. What i like the most is the direction this game is heading, it seems to be evolving into a completely different kind of game than the majority of ags games. In fact i am making an rpg of my own and it has took me more than a year so far so i am a little bit jealous. I started with  full detail models but i realised that i had to change my approach if i wanted to complete it in a realistic time frame. I just wanted to ask you... how many people are you working on this, how far you have gotten, in what time and are these models yours or have you used models from elsewhere...

Thanks and keep up the excellent work!
#66
Thanks, that must be it. By the way i did search the beginners forum for answers before posting and i am sorry to have bothered you for this but it seemed important to me. Thanks again
#67
I have been testing my game all this time inside ags and it plays fine but when i recently tried to compile it and run the compiled game it crushed, showing me the following message:

---------------------------
Adventure Game Studio
---------------------------
Could not load sprite set file ACSPRSET.SPR
This means that the file is missing or there is not enough free
system memory to load the file.

---------------------------
OK   
---------------------------

Any idea what it might be? My ACSPRSET.SPR file is 145MB and my compiled 183MB. I tried Direct3D 9, i tried DirectDraw5, i tried to increase the maximum size for memory, downgrade to 16bit, but nothing. Any ideas how to fix this????
#68
Nevermind, it looks like the problem was only with one room so i fixed it the hard way, i replaced it's file with the one from my backup. I don't know what the problem was but it's fixed now.
#69
Yes, it is the last version and when i tried to rebuild all files like you said i got the same message. Would going back to ags3.0 work, and is that even possible? Yesterday it worked fine and i have upgraded to 3.1 a long time now, i can't figure out what it could be.
#70
Please help... my game suddenly stopped compiling, i get this message:

Error: Load_room: old room format. Please upgrade the room.
Version: AGS 3.0.1.35

AGS.Types.AGSEditorException: Load_room: old room format. Please upgrade the room.
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Any ideas what it could be? I am pretty sure i haven't done anything that wrong to cause it to crash...
#71
It's all fixed now for some reason. The problem disappeared as it arose. Anyway....
#72
You where right about putting the SetTimer in the if  statement, i'm so embarrassed.

The other thing is that i already have another Timer(1) with a different time than this but that is at my global script, it didn't occur to me that it could jam it, at least not without giving me an error message. Well... case solved i guess. Again sorry to waste your time, you may completely delete this post if you like
#73
I'm sorry to bother you with this. What i wanted to do was have a character walk repeatedly from one place in a room to another. Right now he just  stands there, what have i done wrong in my code? Does anyone know? Here it is:

function room_Load()
{SetTimer(1, 800);
}

function room_RepExec()
{if (IsTimerExpired(1)){
  if (cBarman.Moving == false){
    mov1 ++;
    if (mov1 == 3) mov1 = 0;
   
    if (mov1 == 0){
    cBarman.Walk(420, 135);}
    else if (mov1 == 1){
    cBarman.Walk(1175, 210);}
    else if (mov1 == 2){
    cBarman.Walk(685, 250);}
  }
}
SetTimer(1, 800);
}
#74
My game suddently crashes without even letting me know what went wrong... i can't possibly figure out these error reports... can anyone help?

I get this message:

An exception 0*C 0000005 occured in ACWIN.EXE=o*7C911E58; program pointer is +200, ACI version 3.00.1..., gtags(1,5)

Please guys, i don't know what to do, as i compile my game i don't get any messages for scripting errors, it used to work... what am i to do?
#75
Then the background stubbornly locks on the initial background and changes no longer. I wish someone knew that  :(
#76
You use SetBackgroundFrame(-1) to unlock the background lock and return it to its initial animation. That is not what i want. I don't want the frame to animate every delay cycle.
#77
When i use SetBackgroundFrame the BackgroundFrame simply locks on the initial background and doesn't change anymore as stated also in the manual. What am i to do? I want the background to change alright but only when i want it to and not in every animation delay cycle.
#78
Does anyone know about DrawSurface, it seems like there is no way to go with it.
#79
I have one problem. When i first used DrawSurface to simulate the day/night change as stated in the manual i had to put it in the repeatedly execute function. That slowed my game at a point that it was no longer playable so i thought of a trick to have a timer and have the repeatedly execute function only DrawSurface when the timer is expired, lets say 5 seconds, and now run smoothly. But now it still doesn't work because i can't circumvent the background animation. I have tried to set the delay at -1 or even 1000 but it changes automatically to 255. The only solution seemed to be to lock the background with SetBackgroundFrame but then the DrawSurface doesn't work> What am i to do, what could the manual possibly suggest?
#80
I've dropped it down to 70Mb, it seems that my problem was one BIG room. I had a large background of 4800 *2500 pixel! which changes into other backgrounds (5 of them in all) as the time passes (i wanted the effect of sunrise and sundown). Every such background apparently took up to 40Mb or more. At first i tried to have them as an animating background but then i realised that in order to change from one to another i would have to place that function in the player enters room section while i wanted it to change without having to restore the room (leave and come in again). So i decided to have them as objects (one over the other) that turn visible/ invisible acoording to the hour of the day.

I just yesterday discovered about DrawingSurface.DrawSurface so i'm currently gonna use only two of these huge backgrounds that i want them fading into one an other on a very slow rate, every 12 minutes lets say. The problem is that i have no idea how to do that without putting this in my repeatedly execute section (as i'm advised not to do so in the manual) but frankly i see no other way if i want this to check on my variables all the time. Any suggestions on how to have this??
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