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Messages - mastastealth

#1
Ah, excuse my ignorance. I just searched through the forums and realized the Inventory Window has size options for the actual items, mine was really small and therefore not selecting anything  :-[ Thanks for the help!
#2
Quote from: Khris on Tue 14/09/2010 22:32:20
However, in Machinarium there wasn't a way to interact with an item.
(If you tried to set the item as active, i.e. mouse cursor, that should be done generically for all items inside on_mouse_click, not on a per-item basis.)

Oh, then maybe I misunderstood the option. I thought "interact" on an inventory item was the actual "click". So I was doing:

Code: ags

function Item_Interact()
{
    Player.ActiveInventory = Item;
}


...to set my cursor as the item, which I could then use to click somewhere in the game. At the moment, clicking an item in my inventory window isn't setting any cursors, which I figured would be automatic...

What you're saying is to have that in an on_mouse_click function? I assume with that I could do something along the lines of:

on_mouse_click, if button == left, if ClickOnInvItem(return item) then Player.ActiveInventory = Item?
#3
Thanks. I did just that (and in the global script) but couldn't seem to find anything. Fortunately, I'm working on a very small game so I just copied the old room's actions, deleted room and created a new one with all the objects/hotspots again (which I would've needed to do any since I was redoing all the graphics). I'll definitely keep an eye out for those tiny mistakes from now on though!
#4
Thanks, that InvWindow in the GUI seems to be what I was looking for. However, despite adding an "Interact" script to the inventory items, when I click on them in that InvWindow on the bar, nothing happens? Do I have to "enable" that Inventory Window somehow?
#5
I was trying to add a room hotspot that detected in the AnyClick function if mouse.eMode was on Walk To, for the player to say something. When trying to run the game, it froze AGS, and now I can't edit the room anymore. :( I get:

Error: LoadRoom: unexpected end of file while loading room
Version: AGS 3.2.0.103

AGS.Types.AGSEditorException: LoadRoom: unexpected end of file while loading room
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Please tell me there's a way to save most of what I have already (everything else works. Room script, objects, etc.) or better yet, a way to fix whatever I did? T_T
#6
I've been searching through the wikis and stuff on GUIs, but almost everything I find uses one of the older game type GUIs with all the "Look, Use, etc" commands.

I was wondering if someone knows of an already-created GUI a-la Machinarium? It would be similar to AGS's default GUI, but without any of the 4 main commands, or the 2 inventory buttons. It would simply show the items you already had in inventory straight into the bar.

If it doesn't exist, someone mind giving me some quick pointers on how to make one? I'm new to AGS, and I'm just starting to get the hang of the basic scripts and stuff, but the GUI scripting looks a little bit messier.  :P
#7
I installed it twice, one with and without demo files (just in case). I checked and the AGS.Native.dll IS in the folder (3.1.2.82) and I replaced all the files once again with the archive version. It doesn't seem to be asking for that version though, it's asking for 0.0.0.0 it seems?
#8


Just downloaded and installed AGS for the first time, only to run into this little prob upon launch. >_< The load screen just stays there and I have to kill it in Task Manager. I have my .Net installed (2 and 3.5) so I'm not sure what exactly else could be the problem? I'm running XP SP3.

Edit: The 3.2 Beta works. So it's just a 3.1.2 SP1 thing?
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