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Messages - bx83

#561
I've recently come across a file called '1321_110_combined.ogg' - Get's the error 'Unexpected error: Filename too long (limit is 12 chars): '1321_110_combined.ogg''

I shortened the filename to CombinedLine.ogg ('aCombinedLine'), but it still complains about the file which no longer exists.

I can't rename the file to it's old name; it's too long.
I can't keep the filename; it always gets an error.
I can't change it; there's always the error for the old filename, which doesn't exist.
I deleted the Audio file (and associated filename), deleted everything in AudioCache; re-added the Audio file (from the new filename, CombinedLine.ogg); doesn't work, same error.

Help please, can't compile my game which is already 700mb and taken a year to write!
#562
Oh, I'm all into homages/ripoffs ;)

And Sam & Max was designed, drawn and animated by Steve Purcell - an artist and long time employee of Lucasarts as someone who used Sam & Max in training material while the SCUMM scripting system was benig developed.

edit by Darth - non game-related images removed. Feel free to send via PM!
#563
...And actually that car scene is the front of building scene in sam and max.
#564
Hey - just wondering if anyone is still alive up there? Downloads are dead, get a 404 - any mirrors?
I'm really looking forward to that source code :P

EDIT
You can get it and the game from:
https://gamejolt.com/games/the-art-of-dying/21047
#565
QuotecJulius.LockView(82);   //'reading script' animation
cJulius.Animate(2,0,eOnce,eNoBlock);
while (cJulius.Animating && !WaitMouseKey(1)){
    Wait(1);
}

This works, and wait's for a mouse button :)
#566
QuotecJulius.Animate(2,0,eOnce,eNoBlock);
while (cJulius.Animating){
    Wait(1);
}

Doesn't work (in a dialogue script).

QuoteStartCutscene(eSkipAnyKey);
cJulius.Animate(2,0,eOnce,eBlock);
EndCutscene();

Doesn't work; can't skip seen, even though a timer doesn't appear.

QuoteStartCutscene(eSkipAnyKey);
cJulius.Animate(2,0,eOnce,eNoBlock);
EndCutscene();

Doesn't work, animation doesn't play (for more than one frame).

QuoteStartCutscene(eSkipAnyKey);
   cJulius.Animate(2,0,eOnce,eNoBlock);
   while (cJulius.Animating && !Game.SkippingCutscene){
      Wait(1);
   }
EndCutscene();

Doesn't work; timer appears, doesn't allow skipping.

QuotecJulius.Animate(2,0,eOnce,eNoBlock);
while (cJulius.Animating && !IsKeyPressed(eKeyEscape)){
    Wait(1);
}

DOES WORK - in a dialogue script, anyway. Now I start the journey of finding out how to say 'If the user clicks the left mouse button'...
#567
(Also tried with the second argument to animating to 1; 0 is illegal. Same thing; animation doesn't play.)
#568
I've probably asked this before, but humour me.

I'm trying to run an animation at the begining of each question in a dialog:

Code: ags

@2
cJulius.LockView(82);
cJulius.Animate(2,0,eOnce,eBlock);
cJulius.SayBubble("&1301 'What's your favourite character?'");
...


However, the animation is a bit too long - ~2 seconds. Because it's blocking, I can't skip it, even as it delays every single question. BUT If I change it to eNoBlock, it doesn't happen.
Same for the following:

Code: ags

@1
cJulius.LockView(82);
while (!cJulius.Animating) {
	cJulius.Animate(2,0,eOnce,eNoBlock);
}


and

Code: ags

@1
cJulius.LockView(82);	//read's script
cJulius.Animate(2,0,eOnce,eNoBlock);
cJulius.UnlockView();


and

Code: ags

@1
cJulius.LockView(82);	//read's script
cJulius.Animate(2,0,eOnce,eNoBlock);
*all the other lines*
cJulius.UnlockView();


Basically, how can I get a NoBlocking view to just play, once; but if I click or press space-bar it moves on instantly to the next animation (talking)?
#569
Now - I *know* this is a stupid question, but: how did you do the 3D?
A plugin, a module?
How did you design the rooms, obects, hotspots?

I've been wanting to make a 3D game for some time now, but I didn't know AGS was capable of it; except for some plugin from like 10 years ago for v1 of the engine :/

HOW did you do it? Or is it just a clever illusion with 3D generated 'flat' rooms and animation?
#570
It has the look of, colour off, and animation of Sam & Max - can't wait to try it :D
#571
Thank you, it works :)

BTW now my problem is: How do I set a hotspot's Description at runtime? I can't look it up as a property, and Set/GetTextProperty doesn't have it (ofcourse, but I gave it a try).
#572
Okay, well I created my GUI, however it didn't far as the background (which was transparent) blocked the mouse cursor from objects.... sometimes.
How do I z-order the thing to the not-interfering with the mouse layer?
Or do I just make it a small GUI and place it at the bottom of the screen?
Well that would seem obvious...
#573
Buckethead: I've never heard of this before, does it work for anything always just by including the text? Are there any other @ variables in th game?
#574
Any tutorials or articles on how to git working in Windows 10, for the game?
#575
Yes, all separate sub-folders; so it goes by sub-folder order?

Update: The dialogue with the problem was just above dialog 10 :P
#576
Sorry, I was confused about whether the error was before dialog 10 (dialog 1 2 3 4...); or after (dialog 11 12 13 14...).
Can it be both?
#577
So it was dialog 34 (?), which I've edited recently with huge bunch of brackets. Added 1, game compiles :)
So no idea why it's 34, but there we are :/
#578
But what of a 'nested function' error?

What I meant was, how are dialog scripts compiled?
...But they're all put in a temp file and compiled this way; now I have to go through all 53 of them :/
#579
Well, it's the most dreaded error of them all; a dialogue closing brace error.
It only tells you that a dialogue has a buffer overflow (but not where! You left out a closing " in 500 lines of code, which you now have to check); or a buffer overflow on the wrong dialogue (complains of dialogue 3 when it was dialogue 2); or 'nested function' - probably means you did something like this:

Code: ags

function foo (args) {
  some stuff;

//<--- MISSING CLOSING BRACE

function bar (args) {
  more stuff;
}


I have the 'line 1: nested functions are not supported' error for a dialog; but nothing of the above in my code.
I deleted everything in the dialogue; same error (but it can't be that dialog, because it has nothing in it!)
I checked the dDialog.Start() function, and all the code before and after it; no problems - unless someone can find the problem:

Code: ags

function cAlien_Talk()
{
  cJulius.Walk(256, 248, eBlock, eWalkableAreas);
  cJulius.FaceCharacter(cAlien, eBlock);
  dAlien.Start();        //talk to alien
}

function cHoF_Talk()
{
  dHoF.Start();    //talk to HoF - dialog 10
}

function gInventory_OnClick(GUI *theGui, MouseButton button)
{
  //some random function with nothing in it
}


Then I checked Dialog 9 and 11 (the error was with dHoF, dialog 10); nothing. Deleted everything in 9 10 and 11; stll had error for line 1 of dialog 10.

Deleted my most recent change to the GlobalScript.asc; no change, same error

My question is:
How are dialogs processed - one after the other (dialog 10, 11, 12...), or from the entry point (dialog.start()) or in some other way?

Why don't errors in them have a line number *in* the dialog, not just "there was an error in your dialog, or around it, idk"?

Why is it so impossible to find a nested function when it happens anywhere in your project, and the error refers to a dialog that doesn't have it?


Please help. I have a horrible feeling that this will make it impossible to F5/test the game until I'd been through 750,000 lines of code (not an exaggeration) :/
#580
Are the changes put in the main tree for a release? 3.4.1r1?
Do you know where/how to change the source control to Git, or is it manual?
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