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Messages - bx83

#321
I also get the “The game engine does not appear to have shut down...” error as well, every single time, when I close the game using the X in the upper right of the screen.
#322
The purple one?
#324
Getting a Mac mini 2014 with high Sierra.
#325
That's going to take a while to develop...
#326
Nah, he's not cool he's a sensitive thin virgin. Plus it stuffs up a puzzle if his jackets other than red/white.
#327
https://i.imgur.com/K0jelWd_d.jpg?maxwidth=640&shape=thumb&fidelity=medium
Looking at these two, probably go with white jacket.
#328
I realise the cars a Delorian - I'll change it.
I'm aware Julius's face is like Guybrush - changing it.
Is there any other factors you see as commercially damaging?
#329
Hi, just an update on my awful Mac skillz and perhaps someone can give me a few pointers.

I have a Mac Mini 2.5GHz i5, 16gb ram, MacMini5,2, running El Capitain v10.11.6.
I have Xcode - I think with command line utilities, but anyway I would be grateful if someone could tell me where I could get these.

I've tried running a copy of AGS 3.3.4, with the game files in Contents/Resources - it didn't work, unsurprisingly.

Three possible reasons:
The game was compiled with 3.5.0 b6
The game file is a .ags, not a .dat (don't know if this makes a difference, but the Data directory contained a .ags)
This version was compiled with MacOS 10.14

I couldn't find any log files, so either they're not there or it just crashed out of the gates.

Could anyone give me a definite answer of one of those three possibilities? Should I get a newer version of MacOS (new mac mini), a new version of the compiled (only up to b6), or....?

Basically I'm trying to run the compiled game in OS X.

Has anyone tried compiling/running the 3.5.0 engine yet?
#330
What about the bttf reference?
#331
Those images are 2/3rds of actual size.

When you say on the nose, do you mean the car image, or what's said?
#332
Does anyone think this *doesn't* look like guybrush?

https://imgur.com/a/HIms9TH
#333
I'll change the car and remove references to these movies (which are like 2 lines).
#334
My other animations were looking a bit too infringing.

Which face a) do you like best, and b) could not be mistaken for a Lucasarts character associated with Monkey Island around 1997?

https://imgur.com/a/Ixo45AM
#335
But will normalgraphic etc. change the image permenantly? Or will it just appears cheked at the moment I push it, and then unchecked?
#336
I've tricked taking button_onclick(), and changing the button graphic (from an empty box to a checked box and visa-versa), however it says '.Graphic is read only'.
What do I do? I can't change the button image, so I'm screwed it would appear.
#337
Turned the two variables to globals.
Thank you, it works :)
#338
Imported it all into global script/header. Set defines in header, put first 2 variables (line 3 and 4 in GlobalScript.asc) in function.
Works, compiles.

Does the GUI have an actual label control in it, or you're just referring to the whole thing as a label?

Also changed #define FLOATING_TEXT_FONT eFontfntSpeech from line 5 to eFontSpeech - this way it compiles. Correct usage? Otherwise it won't compile.

GetLocationName(mouse.x, mouse.y) gets a location's (Hotspot, Object, etc.) 'Description' (in the editor, in Properties window, under Appearance)?


Here's what I have:

GlobalScript.ash
Code: ags

//for gFloatingText 'description of what mouse is over'
...
//for gFloatingText 'description of what mouse is over'
#define FLOATING_TEXT_GUI gFloatingText
#define FLOATING_TEXT_FONT eFontSpeech
#define FLOATING_TEXT_OUTLINE_WIDTH 2
#define FLOATING_TEXT_COLOR 49664
#define FLOATING_TEXT_OUTLINE_COLOR 0
import function SetFloatingText(String floatingText);
import void drawStringWrappedOutline(this DrawingSurface*, int x, int y, int width, TextOutlineStyle outlineStyle, FontType font,  Alignment alignment, String message, int transparency, int outlineColor, int outlineWidth);
...


GlobalScript.asc
Code: ags

function SetFloatingText(String floatingText)
{
  String textContent;
  DynamicSprite* sprtFloatingText;
  
  if(textContent == null)
    textContent = "";
  if(floatingText != textContent)
  {
    textContent = floatingText;
    if(sprtFloatingText == null)
      sprtFloatingText = DynamicSprite.Create(FLOATING_TEXT_GUI.Width, FLOATING_TEXT_GUI.Height, true);
    DrawingSurface* dsFloatingText = sprtFloatingText.GetDrawingSurface();
    dsFloatingText.Clear(COLOR_TRANSPARENT);
    if(!String.IsNullOrEmpty(textContent))
    {
      dsFloatingText.DrawingColor = FLOATING_TEXT_COLOR;
      dsFloatingText.drawStringWrappedOutline(FLOATING_TEXT_OUTLINE_WIDTH,
                                              FLOATING_TEXT_OUTLINE_WIDTH,
                                              FLOATING_TEXT_GUI.Width - 2*FLOATING_TEXT_OUTLINE_WIDTH,
                                              eTextOutlineRounded,
                                              FLOATING_TEXT_FONT,
                                              eAlignCentre,
                                              textContent,
                                              0,
                                              FLOATING_TEXT_OUTLINE_COLOR,
                                              FLOATING_TEXT_OUTLINE_WIDTH);
    }
    dsFloatingText.Release();
    FLOATING_TEXT_GUI.BackgroundGraphic = sprtFloatingText.Graphic;
  }
}

...

function repeatedly_execute_always()
{
  if (Game.GetLocationName(mouse.x, mouse.y)!=null) {
    SetFloatingText(Game.GetLocationName(mouse.x, mouse.y));
  }
}



Surprise, due to something in my implementation of your function in my own code, the floating text doesn't appear. Putting cursor over trees, cave, quicksand etc. doesn't come up with anything - but this Hotspots are supposed to have descriptive Descriptions.
BUT it does come up for object->lookat, and also for speech (so far) - just a copy of the speechbubble.

Video:
https://bluekeystudios.com/img/floatingtext1.mp4

Note: When I change the text of the function to THIS (lines 5 and 6):

Code: ags

...
    if(!String.IsNullOrEmpty(textContent))
    {
      dsFloatingText.DrawingColor = FLOATING_TEXT_COLOR;
      dsFloatingText.drawStringWrappedOutline(683,    //1366/2 pixels left - dead centre
                                              15,     //15 pixels down
                                              FLOATING_TEXT_GUI.Width - 2*FLOATING_TEXT_OUTLINE_WIDTH,
                                              eTextOutlineRounded,
                                              FLOATING_TEXT_FONT,
                                              eAlignCentre,
                                              textContent,
                                              0,
                                              FLOATING_TEXT_OUTLINE_COLOR,
                                              FLOATING_TEXT_OUTLINE_WIDTH);
    }
    dsFloatingText.Release();
...


to try and position the floating text in the dead centre, the first error is gone, though now it's copying part of the DyanmicSprite for the custom dialogue functions:

https://bluekeystudios.com/img/floatingtext2.mp4


....SO it's a bug in the dynamic sprite used in SetFloatingText(), OR I've just gone and ruined the implementation of your code :D
#339
~38,000 words for all scripts and all lines.
Try me for cost.
#340
ps walkable area id 1 is the messed up area.
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