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Topics - miguel

#41
Hello to all,
 Sorry if tjis was talked before,
when loading a bmp sprite into the sprites folder AGS gave me an error saying that I should check colour depth and resolution,
 the file is named  "man#2.bmp" and I think #2 is doing the problem because other sprites named man#1.bmp  work fine,
 also, the same sprite when saved with a diferent name ("man2.bmp") work fine.
  I checked it several times and allways returns a error.
 Could this be part of how the engine works, maybe symbols that we can't use?
  I'm using 2.56
 
#42
Hello to all,
  I have some questions about the DisplaySpeech function when using WAV files.

from the manual:
     You can also use speech with DisplaySpeech text script function.

DisplaySpeech (EGO, "&10 Hi! How are you?");
DisplaySpeech (DAVID, "&7 I'm fine.");

I used this example and rebuild the vox files like it says,
the WAV files have the correct names (first 4letters of the character scriptname and aply it, but as you have guessed, it's not working! It just doesn't play any sound.
I'm using a timer on the room that randomly plays sounds of birds, could this be afecting the sound channels?

thanks for help
#43
Beginners' Technical Questions / midi problems
Fri 03/10/2003 15:34:14
This doesn't happen all the times but when I test some of my rooms, the midi music seems to delay some notes and bringing them to some higher pitch!?
most of the rooms have no other sound than the midi music itself so I don't think it's a sound channel thing, I read something about this on the forums some time ago but would like to know if there is a simple solution or is it a bug?
I am using the latest version,
thank you
#44
I need to display some globalints and regular ints on a gui and after searching the manual and the forums I still can't make it right, does anybody know of some threads I can look it up?
thank you
#45
I am having problems with this function, it seems that if statments are ignored and the engine jumps right to the newroom function,

example:

ran=Random(20);
if ran==10 display("blabla");
if ran==15 display("blabli");
if ran==20 newroom(2);

this is triggered when the player steps on a region, I tryed wait(1) to block it and return to the if statments but it doesnt work, thanks for the help
#46
General Discussion / help with FOA
Wed 25/06/2003 01:30:15
remember Fate of Atlantis?
I bet you do,
well I don't,
I'm stuck and not even walktroughs help me!
I just downloaded VDMS after reading one of the threads at the forums and decided to get some old games, FOA was the chosen one but now I am stuck,
if anybody remembers this part...
  Location: greater colony
  Puzzle: after finding the moonstone and placing it on top of the sunstone, seting a rising sun with a new moon and with the horns on top,
  Problem: when talking with Sofia, she says we have found what we were looking for;
                  the walktrough says that I should pick up the stones and enter a secret entrance;
   Question: where's the damn entrance!

    if anybody remembers please be so kind to let me know, if not I'll just have to delete FOA and NEVER play it again
   
#47
I just got this error when testing my game, the word it gives the error has 17 chars,
it's no problem, I can change it but I didn't know there was a limit and 17 chars doesn't seem much because it has a "-" beetwen,
 any coments?
#48
hi there,
 I have a central room where all other rooms are acessed from there,
 what I want to know is if there's a way I can know what was the last room EGO visited,
 "If player has been to room" doesnt work because after a while the player has been to every rooms so if I make a "if" sequence it just counts the last one,

  I think I'll have to assign global ints to all the rooms and have them checked when EGO enters the central room, (the reason I need to know where EGO was is of positioning matters(x,y)),
   Is there an easier way or a diferent way of doing it?
thanks
   
#49
hello to all,

when I use the editor to set a variable value (naming it and giving it a value;ie, MYVAR=5)  is it not the same as writing "int MYVAR = 5" in scripting?; If so, if I change it's value in scripting it should change it's value.
My problem is, I have a Repeatedly_EXecute function that is called if MYVAR=5 but when I change it's value I would want that the function stoped running.
Is it because it's under Repeatedly_Execute? How do I make it work?

I tryed, (Rep_Exec):
  - Conditional - if a var. is set to a cert. val (MYVAR=5)
    run script;
  - Conditional - if a var. is set to a cert. val (MYVAR=6)
    stop running more comands;
but it doesn't work either

thanks for all the help
#50
hello to all,
I have a bit of a problem here, this script is part of a puzzle I am trying to make, basically I need that a npc moves out of EGO's way by triggering something in the room,
//
int temp=0;
function scratch() {
 temp++;
 if (temp>=240) temp=0;
 if (temp==120) LoseInventory(8);
 if (temp==10) DisplaySpeechBackground(BUGONE,"SCRATCH");
 if (temp==50) DisplaySpeechBackground(BUGTWO,"SCRATCH");
 if (temp==100) DisplaySpeechBackground(BUGTHREE,"SCRATCH");
 if (temp==110) MoveCharacterBlocking(COOK,118,57,1);DisplaySpeechBackground(COOK,"Hey, who's there? That door is locked, you stinky mule!");
 if (temp==230) MoveCharacterBlocking(COOK,118,87,1);DisplaySpeechBackground(COOK,"What a jerk!");
 }

The editor gives me an error when I try to perform this function saying that there are to many screen overlays,
I understand that I am using to many DisplayScreenBackground comands, so how do I trigger a different function outside (repeatedly_execute) because I've tryed and it simply doesnt work,
I hope I explained it well
thanks
#51
hello to all,
I need help on a basic thing that I couldn't find on the manual,

I need to use something like this:
if inventory item(x) is used on character(JOE)
display "blabla"
 else
     display "blablah"

do I use variables (I guess so) or is there a simpler way to do it?
  thanks
#52
does the "displayspeechbackground" command shows talking views?
I have a timer that triggers some npc's to talk on the background, but they don't show their talking views!

#53
hello to all,
is it possible to turn the transparent parts of sprites (npc's, objects) to not-clickable?
if not, there's going to be a lot of croping!
thanks
#54
is the player character what triggers the room scroll? if it is, then, if I change its view I can have a scrolling room with any sprite I want to use?
thanks
#55
when moving a npc to a diferent room is it possible to set it´s X,Y positioning?
Im sure it is but I couldn´t find script commands for that;
thanks
#56
Advanced Technical Forum / using regions once
Wed 07/05/2003 23:51:39
 hello to all,
in this room I´m working on, I have a npc walking to a place when the main character steps onto a region.then a dialog starts,
all works well, but I want it to just happen once.
is that possible?
can we still use stand over hotspot?
thanks
I used the technical forum because I got no answer on the beguiners forum, I know you people don´t have time for everything but still it is a new feature!
thanks
EDIT - don´t know what to make of this but it seems that the dialog just runs once now (ok), and I think it has to do with the time when the main character steps onto the region, I have objects moving as well, and I think it makes the engine not working well?!?
#57
hello,
my question is a simple one,
I want that my main character talks to a npc ONCE. I used a variable to determine that and used it like:
talk
   if a variable is set to 1
   then run dialog(x)
   set variable to 0

I thought this would work but it looks like ags executes the set variable to 0 comand first the the run dialog

how can I make it work?
thanks
#58
Hello fellow Agsers,
   you might find it strange that I post something in this forum and maybe many of you don´t even know me, but that doesn´t matter, the reason that made me post here is to let you know that a member of AGS comunity, RatRacer, just recentlly had is game, THE UNCERTAINTY MACHINE, on the best selling computer magazine in Portugal, wich you may say it´s a small market but the adventure type comunity is growing up and RatRacer sure did a good job!
   " Eduardo Campo (Ratracer) brings us a classical  Point & Click Adventure to reminds us of games like Indiana Jones, Monkey Island or Beneath a Steel Sky " - Mega Score

Thanks Ratracer, thanks AGS and all that share this comunity for the love of making adventure games
#59
hello to all,
in this room I´m working on I have a character walking to a place when the main character steps onto a region.
all works well, but I want it to just happen once.
is that possible?
can we still use stand over hotspot?
thanks
#60
hello, I´ve got a room that has 4 still animated objects plus one that keeps going around. when I want to put another one it doesn´t work. no error message, it just doesn´t do anything. Are there limits to the amount of objects that you can animate?
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