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Messages - pcj

#181
So, the code to make the couch solid is:

Code: ags
oCouch.Solid = true;


You don't need a special function or anything to set a property.  Just put it in the room_load function or wherever you want to do it.

Also note that ".Solid" is capitalized as written.
#183
Yeah, GUI visibility has different effects depending on what "popup style" is set in the options - see the Help file for GUI.Visible for more info.

Z-order should only affect the GUI with regards to other GUI (i.e. it's hiding behind another GUI).

The other things to check would be the GUI's transparency (set similarly to object transparency), the size of the GUI window itself, and the X/Y position of the GUI.  Depending on how the transparent color is set on the GUI's background image sprite, that may also play a role.
#184
Well, you have mouse.Visible = true; in room_AfterFadeIn() so that might be why the mouse is showing...

You are asking about gMenuinicio, right?  What is the visibility setting in its options pane set to (e.g., "Normal, initially off")?
#185
I'd think something like that would be better to handle in a GUI, with global functions to work with it, instead of room by room.  You should be able to modify the GUI's images with Button.NormalGraphic and/or Button.Animate.
#186
Does PlayMusic not work too? If they're opening it in an older version of AGS the new style won't work, that code was introduced in 3.2.

Are you compiling it for them or letting them compile it themselves?
#187
Well, considering the default game creates one .exe file when you compile it, I would say yes.
#188
You have to specify the room number in ChangeRoom(), not what you did.  So it would be like player.ChangeRoom(1); or something.
#189
EDIT: [deleted, sorry about that]
#190
What errors are you getting?  Please be specific how it's not working.  He was pretty specific on what you need to do so it's hard to elaborate further.
#191
If you are getting a syntax error, you may need to check your code for...syntax errors.  Generally this is a misplaced parentheses or bracket.  If you can provide the exact error you are getting that will be helpful.
#192
This code will need to be in on_mouse_click(MouseButton button) in the global script, then you can use ProcessClick(mouse.x, mouse.y, CursorMode) to process the left/right click as a different mode on the individual hotspot/object depending on the click.

Code: ags

function on_mouse_click(MouseButton button) {
  if (button == eMouseLeft) {
  // Walk-to script
     ProcessClick(mouse.x,mouse.y,eModeWalkTo);
  }
  else if (button == eMouseRight) {
  // Activate script
     ProcessClick(mouse.x,mouse.y,eModeInteract);
  }
}
#193
For 2) please note you can put the script right in the dialog now.  dialog_request() is pretty much deprecated.

#194
In my quick tests, it does seem to skip game_start() when restarting the game, yes.
#195
You could also just make the splash screen a separate room?  Not sure exactly why they need to be in the same room.
#196
Did you try re-importing the font at a larger text size?
#197
Yeap, I see what you're doing now.
#198
From what I can tell, that line should be:

Code: ags
if (IsInteractionAvailable(c.x,c.y, eModeMagic)) c.RunInteraction(eModeMagic);


And similarly with the other lines.

EDIT: Corrected the suggested modification. I finally got around to reading through the entire code.  ::)
#199
The .ID property for Hotspot is capitalized on both letters.  So it should be; cast_id = h.ID;
#200
It looks like you mis-copied the code, it should be cast_lt, not just lt.
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