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Messages - geork

#161
 oh whoops! I put below, not above  :-\
  Anyhoo, thanks for your help! ;D
#162
 thanks for the info, but unfortunately it seems not to work. maybe I am calling the function wrong, can you simply call:
 
Code: ags
 function2(type); 
or something more specific?
   thanks
   Geork
#163
 Hey all!
  Just a question, how can I access functions in the GlobalScript.asc which themselves are in the GlobalScript.asc (in other words, both calling and responding functions are in the GlobalScript.asc). For easy purpose, suppose the function I am currently in is Function 1, and the one I am trying to call is function 2. When I try to run the script, AGS complains that function 2 is an 'unidentified token'. No problemo, I thought, I'll just import it into GlobalScript.ash. Unfortunately, AGS now complains that: 'Already referenced name as import'.
   So now I'm a bit stuck., how can I call that function 2?
     Thanks in advance for your help.
       Geork
#164
Thanks, that did it  ;)
  And also thankyou for the functions help ;D
#165
 Well, I have modified My Exec_Rep's, they are now nearly empty.
  It changed things a little, but I am strating to be suspicious of the new GUI I use, which is summoned on a right click, therefore everpresent, just invisible
   Although, speaking of which, I personally think it's the notebook(which runs windows XP), it has had stutters in the past with a few mock games...
    I will see what it is like on a "big" computrer, then, if there is no difference, I will go with removing elements.
   You'll probabely not hear from me for a while though (holiday), meaning roughly 1 and a half weeks.
    Thanks again for all the advice :D
#166
 Thanks!
  Yeah, I have, in the past, worked on java a lot, so the functions scene is a little dissimilar, although now I realize what I was doing was something a bit like:
  "call function(int theInteger)". But the Thanks for helping me out on the trickyer parts. ;)
  It works fine, but still, when I am in dialog (even when no-one is speaking), the key's are still ignored (both F10 and F8).
   Will something more be needed?
   Thanks
#167
 Unfortunately, not quite...
  I got the repeatedly_execute_always function working in the GlobalScript.asc, which is the same as the on_key_press. However, I am confused as to why on_key_press is an undefined token in that global script. here's the code:
Code: ags

function repeatedly_execute_always() {
  on_key_press(eKeyCode eKeyF10){
    if(RoomIsFinis == true){
      RoomIsFinis = false;
    }
    else{
      RoomIsFinis = true;
    }
  }
  on_key_press(eKeyCode eKeyF8){
    if(SoundOn == true){
      SoundOn = false;
      SetVoiceMode(eSpeechTextOnly);
    }
    else{
      SetVoiceMode(eSpeechVoiceAndText);
      SoundOn = true;
    }
  }
}


   I have an incling that this is not the way to do it, but not really on how to go about it
  thanks
#168
here are the specs:
Processor
      Processor
      Intel® Atomâ,,¢ processor N270 1.6GHz

Main Chipset
      Main Chipset
      Intel 945GSE + ICH7M

Memory
      System Memory
      1GB (DDR2 / 1GB x 1)
    *
      Memory Slot
      1 x SODIMM

Display
      LCD
      10.2" WSVGA (1024 x 600) LED Anti-Glare Display (Factory Option)

Graphic
      Graphic Memory
      Intel® 945GSE 128MB Integrated Graphics
      Graphic Processor
      Intel® 945GSE (Integrated Graphics)

Multimedia
      Sound
      HD (High Definition) Audio
      Sound Effect
      EDS (Enhanced Digital Sound) Effect

   Although, I can play AGS games fine.
   So, other question: If it's buggy in the design process, will it be buggy when I carry out the completion process?
    Thanks
#169
Beginners' Technical Questions / ALL IS BUGGY!
Sat 17/10/2009 22:36:06
 Hello!
  Somehow, I don't know how, my game has become...well...buggy. Hotspots sometimes don't respond, walkable areas sometimes don't let me walk more than 30 pixels. I'm a little confused...my FPS never goes above 42, and usually stays on 40. I am working with 16 bit on a 640X480 screen (I'm using a netbook with 800X600 screen). The more content I add to the game, the more things start to respond less. I have not added much, apart from my first room which has 8 hotspots, the rest just have edges for getting between the rooms. I hope the cause isn't the 55 or so dialogs I already have (Which I plan to increase drammatically).
     Do I have to set anything? What am I doing wrong?
         Thanks
#170
Sorry about the reply time
  Thanks!
  It took me 2 weeks to say it  ;)
#171
 Umm...I've looked up repeatedly_execute_always(), but I have not found it anywhere in the global scripts, and AGS doesn't seem to recognize it as a predefined global script function (well, AGS doesn't recognize it as anything), even though it is in the index.
  where should I look?
    thanks
#172
 Sorry if this is a little noobie...
Somehow, when a dialog is going (even when no-one is speaking), the key functions cease to work untill the dialog finishes with a stop command. Is there anyway to be able to switch on key usage in dialogs? (after someone has spoken would probabely be easiest)
   Thanks
#173
 Well, we all gotta start somewhere (I'm also still quite new ;))
  I'd reccomend checking out videos on youtube under the heading AGS tutorial, which can give you some useful insight.
  Otherwise, you're best freind is the index!
   Good luck, I hope you find the AGS engine good enough for whatever you wish to make!
#174
 From what I've seen, the flash isn't much like phantasmagoria2
 well, that's pretty simple to do:
 1) character looking from side to side: set a timer in the repeatedly execute (to avoid doing this for every room, I would reccomend putting it in the script.asc repeatedly execute). Change character view each time the timer runs out.
 2) you'll not want a walkable area at all, but still a walking animation. when the player clicks on the GUI to go to the next room, tell the character to walk not using walkable areas over the edge, and when he crosses the edge, take him to another room. similarely, if he clicks a hotspot, then cause the character to walk there "ignoring walkable area".
 3) I would use GUI's for moving between rooms (those that you click on) using (GUI name).OnClick function (check GUI creater). in this function, but down you're actions (like change room) for when the player clicks on it.
 4) Hotspots are great because you have a mouse over function, so you can make an object light up behind the hotspot by using this function, and in it cause the object to change sprite (to a more glowy one).
    Most things one can find in the index
     I hope that's what you needed
 Geork
#175
 Sorry about that...the answere was I had to put the variable back to 0 :(
   Sorry to waste forum space, I was in a panic at the time
   Thanks again anyway
#176
 Well, I haven't played, but I've watched "the spoony one"
  First thing, I would draw now walkable areas (so you're character can't walk"). simply have him change room.
  Secondly, I wouldn't recommend deleting curours, but just have two and disable the rest (If you are playing from template"). Hotspots have the useful "mouse over" function, so if you're cursor moves over a hotspot where you click to change room, simply use mouse.Mode = (the name of you're mouse mode).
   I've also noticed that one entering a room, there is an animation. can be done using setBackgroundFrame(the frame) in room_AfterFadeIn(), then wait, then next frame untill you're back on you're background.
   Unfortunately, I'm not aware of an easy way to do the "move the head where the mouse is" thing, unless you assign many views to when you're mouse is in a different area of the room
    I hope that's what you meant  ;)
 
#177
 Thankyou!
  Yep, it was, I discovered it though, and it has been rectified (@1)
  Thanks again ;)
#178
 Hey all!
  I had just finished 12 different dialogs (all linked together), and tried to run my game, but I got an "Unhandled error" box, containing these words:

Error: Index was outside the bounds of the array.
Version: AGS 3.1.2.82

System.IndexOutOfRangeException: Index was outside the bounds of the array. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at AGS.Editor.DialogScriptConverter.ProcessEntryPointTag(String dlgScriptCommand)
  at AGS.Editor.DialogScriptConverter.ConvertDialogScriptCommandToScript(String dlgScriptCommand, StringWriter sw, CompileMessages errors)
  at AGS.Editor.DialogScriptConverter.ConvertDialogScriptLine(String thisLine, StringWriter sw, CompileMessages errors)
  at AGS.Editor.DialogScriptConverter.ConvertDialogScriptToRealScript(Dialog dialog, Game game, CompileMessages errors)
  at AGS.Editor.DialogScriptConverter.ConvertGameDialogScripts(Game game, CompileMessages errors, Boolean rebuildAll)
  at AGS.Editor.AGSEditor.CompileDialogs(CompileMessages errors, Boolean rebuildAll)
  at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
  at AGS.Editor.BusyDialog.RunHandlerOnThread()
  --- End of inner exception stack trace ---
  at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
  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.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
  at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
  at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
  at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
  at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
  at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

 I sent error report, but it suggested going on the forums to ask about it, so I am. It was fine with 3 dialogs.
  Thanks
#179
 Hey all!
  Is there a way of calling up save game GUI, load game GUI and Inventory GUI without the buttons not working from GlobalScript.ash? I have the following code:
Code: ags

   else if(upcount == 5){
   gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);
   }
   else if(upcount == 6){
    gSaveGame.Visible = true;
  // Get the list of save games
  lstSaveGamesList.FillSaveGameList();
  if (lstSaveGamesList.ItemCount > 0)
  {
    // If there is at least one, set the default text
    // to be the first game's name
    txtNewSaveName.Text = lstSaveGamesList.Items[0];
  }
  else
  {
    // No save games yet, default empty text.
    txtNewSaveName.Text = "";
  }
  mouse.UseModeGraphic(eModePointer);
  gIconbar.Visible = false;
   }
   else if(upcount == 7){
    gRestoreGame.Visible = true;
  lstRestoreGamesList.FillSaveGameList();
  mouse.UseModeGraphic(eModePointer);
  gIconbar.Visible = false;
   }

all the code inside these upcount ifs is copied from show_save_game_dialog, show_restore_game_dialog and show_inventory_window. the problem is I cannot call any of these functions (so I had to copy script) and don't know how to call the closing functions. Is there any way I can call the GUI and have the custome buttons work?
       Thanks.
#180
 Thankyou! It seems so obvious, and yet...
  of course, if the line did not have 45 degree angle one would have to do stuff with trigonometery etc, but for my needs, it works!
   Thanks again for all you're help :)
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