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Messages - dissembly

#1
I think that may be what happened. I downloaded and instaled the newest version around the same time as i started working on this game, and i may have opened the "Empty Game" up slightly beforehand...
#2
AH! I think you're right, i probably did click the "empty game" slot. I was afraid of that. Now i have to learn things i was hoping not to have to concentrate on untill later...
#3
Hey all,

I understand that the "Undefined token" error is fixed by adding, for example,

"int InventoryScreen"

...somewhere earlier than the line causing the error.

I don't want to do this without advice, because i haven't actually done anything to the game yet except create a room, some sprites, and a main character. I havent touched the script, and certainly havent done anything with the inventory screen.

When i delete the line causing the problem; line 27:

if keycode==(9) InventoryScreen(); //Tab, show inventory

...by putting as "//" in front of it, the game will compile and run, but there will be no cursor, and no menu options running across the top of the screen (as there have been with other games i've experimented in making in the past using AGS).

So i am not sure if adding the "int" line will fix the problem, or if it'll just create more problems, because it seems like the menu and the cursors, which seemed to come as the default with my earlier AGS experiments, are missing from this game, and the "Undefined token" error is more of a symptom than a problem...

Does anyone know what the problem might be?
#4
I had it set to 800 X 600, but when i changed it to 640 X 480, the problem was solved. Thank-you! I also realise thissolution was in on of the FAQs, sorry, i posted in a panic in the thread i had open. I wouldn't normally post a new question without checking FAQs. Bad nettiquette, i know.
#5
Okay, now i'm having a lot of trouble just getting AGS to import a room background. It doesn't seem to actually import a picture to use as background - it seems to paste that picture on a preexisting canvas, so i end up with a bigger background than i actually drew in photoshop, with black bars off the edges of it. Does anyone know how to fix this?
#6
It is definitely the latest build; it was 3.1.0 or something like that, i just downloaded the very latest one - 3.1.2 SP1 - and installed it just-in-case, and am having the same problem.

What happens is that the cursor will draw a line, and then the line will suddenly halve in thickness, and jump slightly southeast of where it was a second ago. Zooming doesn't change it.

I guess i will have to important the masks from a picture. I'll try doing that now.
#7
While editing the room, not in-game. Not the baseline, the mask. The colour that you draw over an area; for example, if you have a wall that you can walk behind, you draw the colour over the parts of the wall that should be in front of the character.

The colour actually appears somewhere south-east of the actual centre of the cursor. Very frustrating!

It makes it almost impossible - without much trial-and-error - to ensure that the entire wall actually appears in front of the character, without bits of the wall floating behind the character, or bits of the character floating in front of the wall (thats what i meant by "ghosting").
#8
Hey all,

I'm having trouble with the walk-behind areas mask. It seems i have to place the cursor somewhere to the left (and above) of where i actually want to the mark to appear. Needless to say, this is a bit frustrating, and i can see i'm going to end up with a ghosting-sort-of effect when my characters walk behind things...

Is there a fix to this problem? Am i doing something wrong that causing the cursor to be offset?
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