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Messages - pcj

#161
You put SetBackgroundFrame in the function that processes "finding the symbols" - if that means "Look at object" then put SetBackgroundFrame in the associated function for that event.
#162
Press F1 in AGS.  You can call SetBackgroundFrame at any time in script.
#163
You can set up multiple background frames (see "Animating background scenes" in the help file) and then use SetBackgroundFrame as needed to switch between them.
#164
That page is current as of 2.7, so the templates are not necessarily guaranteed to work with AGS since 2.7.
#165
Arjunax, it sounds like you have a problem with a particular codec.  I prefer to use OGG Theora video for AGS anyway since it's integrated into the game files.  But WMV and AVI should play fine.
#166
You don't have to convert to AVI - PlayVideo can play anything a DirectShow player can - which includes WMV.
#167
It's just
Code: ags
PlayVideo("filename.wmv",VideoSkipStyle, int flags);
#168
Yeah, a basic word game should be doable.  And hidden object games should be easy.
#169
If you are wanting multiplayer with users on separate computers, it would be tricky to implement.  Single-player AI would also be tricky.  You would probably need to implement a dictionary, which I can think of a few ways to do (the text parser for instance, but that's a bit more involved than a normal parser for a game).  Overall, it seems rather kludgy.

AGS isn't really meant for word games, but it is within the realm of possibility.  So, yes, it's possible, but I'm sure there's other tools which would be way better suited for it.
#170
A Google search turns up some results which may work.  I believe the Mac version is discontinued, though.
#171
In AGS, you need the brackets for functions, if statements, while statements, structs and other advanced scripting objects.  They keep together a section of code and define what commands are run.  For instance, in your code you have function brackets and if brackets, the outer function brackets contain the commands within that function.  The if brackets contain the code that will only be run if the statement is true.  It's not uncommon to see multiple nested layers of bracketed commands (with functions, while loops, and if statements) so it's not hard to get confused.  Most people indent the lines between the brackets for clarity.
#172
The game setup program is Winsetup.exe in the game directory.  You should see the options for Direct3D/DirectDraw and graphics filters there.
#173
Advanced Technical Forum / Re: Windows-8 & AGS
Sat 17/09/2011 04:20:12
Win32 apps will work fine, so it shouldn't have a huge impact on AGS.  And it's not like there's going to be any x86 emulation on the ARM version of W8 so I wouldn't expect to see AGS on Windows tablets very soon.
#174
Well, if you still have the 2.7 source you could go back and open it in 2.7 and unload the music, save that, then re-import just that room into 3.2.
#175
You'll need to rebuild the room from scratch if you don't have access to the ASC files.
#176
Well, currently there are a maximum of 8 AudioChannels supported in AGS so if you're hitting that limit that could be a part of it.  I would suggest updating your script to the new sound system so you have greater control over what plays on which channel.
#177
You'll need to do it like:

Code: ags
L1.Text = String.Format("Please use another word for '%s'.", Parser.SaidUnknownWord());
#178
Label.Text is a property, not a function.  Also you'll need to use String.Format to parse in Strings/integers/shorts/etc.
#179
Did you associate the scripts with the actions in the events for the object/character?  (the lightning bolt on the properties pane)
#180
Beginners' Technical Questions / Re: Modulous
Wed 14/09/2011 04:33:46
To import a module, right-click on Scripts in the right-hand tree when you open a game, and click Import Script.  Some modules have further setup instructions which they usually specify.

And you can do overlays with the built-in Overlay.CreateGraphical, that may be what you're looking for.
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