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Show posts MenuQuote from: Kastchey on Thu 29/02/2024 22:56:36I should be able to upload a rough version in a few hours, is that ok?I have not the "power" to decide it. But I'm looking forward to play your game, Katchkey. So I think is ok.
Quote from: Crimson Wizard on Thu 04/01/2024 13:24:11The same question was asked few days ago:
(...)
It seems that Windows Defender recognizes certain patterns in AGS that match ones in that Trojan.
Quote from: eri0o on Fri 10/11/2023 10:56:30(...) and some jams specifically disencourage using it - GMTK jam is the one I think here.
Quote from: Khris on Mon 12/06/2023 22:16:45(...) it probably stems from accidentally using player.IsCollidingWithObject(i) I guess.
// above rep_exe
AudioChannel* objCollision;
bool hasCollided = false;
void roomCollisions()
{
bool isColliding = false;
for (int i = 0; i < Room.ObjectCount; i++)
{
if (player.IsCollidingWithObject(object[i]))
{
isColliding = true;
}
}
if (isColliding && !hasCollided)
{
objCollision = aCOLLISION.Play();
hasCollided = true;
}
if (!isColliding)
{
hasCollided = false;
}
}
// inside rep_exe
roomCollisions();
Quote from: Khris on Mon 12/06/2023 21:13:40This should work:Code: ags // above rep_exe AudioChannel* objCollision; void roomCollisions() { if (objCollision == null || !objCollision.IsPlaying) { bool playIt; for (int i = 0; i < Room.ObjectCount; i++) { if (player.IsCollidingWithObject(object[i])) playIt = true; } if (playIt) objCollision = aBang.Play(); } } // inside rep_exe if (player.Room >= 3 and player.Room <= 7) roomCollisions();
void SayBubbleTra(this Character*, String message)
{
this.SayBubble(GetTranslation(message));
}
import void SayBubbleTra(this Character*, String message);
if (Game.TranslationFilename=="")
{
player.SayBubble("Me pregunto si habrá algún poblado cerca...");
}
else if (Game.TranslationFilename=="English")
{
player.SayBubble("I wonder if there's a town nearby...");
}
Quote from: Crimson Wizard on Fri 14/04/2023 23:53:32If only 1 image is supposed to be on screen at the same time, then the easiest way here would be to have 1 GUI, and change its BackgroundGraphic. This way you always know if GUI with an image is visible, and which image is that.
Quote from: Crimson Wizard on Fri 14/04/2023 22:57:16How do you display these images exactly, in AGS terms? Why cannot you check whether *some* image is already displayed and remove it before displaying another one?
function Button6_OnClick(GUIControl *control, MouseButton button)
{
if (onoff==0) //to check the mouse click
{
gHelmet.Visible=true; //the hint image displayed
onoff=1;
}
else if (onoff==1)
{
gHelmet.Visible=false;
onoff=0;
}
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