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Messages - morganw

#321
The Rumpus Room / Re: Name the Game
Tue 02/04/2019 21:04:44
Indeed it is.
#322
Quote from: Akril15 on Tue 02/04/2019 20:37:33
Quote from: Slasher on Sun 31/03/2019 07:57:26
I assume you have checked all object ID's?
Could you please elaborate on this? If I'm missing something obvious, I apologize.
I think just that, if you are accessing objects by an index you have to be sure that the index is valid. Your error suggests that you are trying to reference an object that doesn't exist, but using Room.ObjectCount should fix that.

Quote from: Akril15 on Tue 02/04/2019 20:37:33
Matti, I'm using AGS 3.3.3 -- I can't use "for" in that version.
You can do it with a while loop, you just have to manage the counter yourself.

Code: ags
int i = 0;
int max = Room.ObjectCount;
  
while(i < max)
{
  if (day)
  {
    object[i].RemoveTint();
  }
  else
  {
    object[i].Tint(10, 10, 200, 70, 40);
  }
    
  i ++;
}
#323
The Rumpus Room / Re: Name the Game
Tue 02/04/2019 20:05:43
I'm playing it at the moment, on and off. It is very good.

Hopefully this one is suitable and not too easy:

#324
The Rumpus Room / Re: Name the Game
Tue 02/04/2019 16:54:45
Circuit's Edge
#325
I'm not sure what you mean, these are different locations. $INSTALLDIR$ is where your game files are.
https://www.adventuregamestudio.co.uk/manual/ags53.htm#File.Open
#326
I think you would need to use $INSTALLDIR$ instead of $APPDATADIR$.
#327
SayBackground returns a pointer to an Overlay, and the Overlay will become invalid when the speech ends.
https://www.adventuregamestudio.co.uk/manual/ags69.htm#Overlay.Valid
#328
The main issue is that Character.Say or Character.SayAt are blocking functions which stop interactions with GUI controls, so the main options for skipping are based around defining a 'Cutscene' and choosing a 'SkipStyle':
https://www.adventuregamestudio.co.uk/manual/ags54.htm#StartCutscene
https://www.adventuregamestudio.co.uk/manual/ags75.htm#Speech.SkipStyle

Someone else was recently doing something similar, where there were showing some lines of speech which functioned as a tutorial, and they wanted to have GUI button to skip the tutorial. They could work around the problem be using Character.SayBackground instead, but only because they didn't need to use a talking view on the character:
https://www.adventuregamestudio.co.uk/manual/ags47.htm#Character.SayBackground
...basically this is a fake say command which is non-blocking. You'd have to manually re-implement code for talking animations (if you needed them) and have some code working through a list of the dialogue that you wanted to show. How hard this is probably depends on how many branches the dialog has.

Would you need to use the talking view on the character and does the dialog in each room ever branch?
#329
Would this be a one-time thing in a particular room or would you want the whole game to have dialogue that can skip and rewind with GUI buttons?
#330
I think you'd have to use a plugin such as:
https://github.com/ericoporto/agsshell

...which is a slightly modified version of:
https://bitbucket.org/monkey0506/ags_shell
#331
That is valid, but you can only do the assignments inside a function.
#332
Engine Development / Re: AGS engine Linux port
Sat 23/02/2019 00:17:40
It won't be using OpenGL, so the DRI3 setting won't make a difference. The easiest test to see if it is related to excessive CPU load is to start the game windowed with no scaling, and see if the audio is then working normally. Also if the game shipped with threaded audio playback enabled in the config file, I don't think this is very well tested on anything but Windows, so you'd probably want to check that this is turned off.
#333
Older versions of this template may have the game configured to use 16 bit graphics, which might not work on a modern computer. If you go to 'General Settings' for the game it is the setting labelled 'Colour depth', and you want to have it set to '32-bit (true-colour)'.
#334
I think this is based on the trying to safely initialise the audio system and avoid distortion. If you request more 'voices' than hardware can deliver the audio initialisation will fail and you'll have no sounds at all. The audio implementation in Allegro 4 treats the first 8 voices differently by default (doesn't adjust volume to avoid distortion) so that would suggest that at some point 8 audio channels was the best default and most compatible value to use. Increasing the channel count as it stands may lead to inconsistent volume levels between channels or distortion.
#335
Hints & Tips / Re: An Entertaining Speech
Fri 15/02/2019 23:33:03
Thanks for the update. I've taken a look at the next number and I'm stuck too.
#336
Quote from: KiraHaraReturns on Wed 13/02/2019 14:40:32I fixed it with SetViewPort depending on the character's X-position
Where are you calling the code that does this?
If it is in repeatedly_execute or room_RepExec it would probably work to use repeatedly_execute_always instead.
#337
Hints & Tips / An Entertaining Speech
Tue 12/02/2019 23:33:50
It looks quite interesting:
https://www.adventuregamestudio.co.uk/site/games/game/2328/
...but I'm stuck on the first puzzle.

Has anyone else played it and can give me a clue?
#338
This function is only for setting text values in custom properties.

If you look here:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=56781.0
...someone recently asked a similar question.
#339
It sounds like you've set music to have a drop of 0 when music plays.
Have you set it to 0 for types which are not music?
#340
Unless you switch compatibility modes, the old scripting commands are not available. The manual is the place to check, but you need:
Code: ags
Hotspot.GetAtScreenXY
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