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Messages - piraatlife4me

#101
Ok! I replace all the wav files with a dummy file and compression I got it down to about 9.63 mb. I compressed my compilied folder and got it down to 4.46 mb. Still pretty big but a lot better. I willl try to score some webspace to get it up.
Thansk again
Daniel
Winebarger
#102
No! It is actaully really big. The actual game folder is around 95 mb. I think this has to do mainly with all the wav files in there, but yeah it is quite a monster. You would need all these files to see the problem. Would'nt you? Is there a spot on the AGS forum where you can upload games?
Thanks
Dainel
Winebager
#103
Hey it is I. Thanks for helping me out.
I am using the latest version of AGS 2.6.
Where should I upload it. Do you know of a spot to actually upload this?
Here are the instructions on where to find the problem.

You start the game you are outside the hotel.
1.Go inside talk to man with gun
2.Use the police badge on the man.
3.Say the first line to make him believe you
4.leave the lobby.
5.Go back in click on the lost and found box several times to  get the carkeys. Then leave the room
6.Watch the little cutscene
7.Outside hotel now so up about  three screens.
8.Go in the video arcade walk to the back of the room.
You will see what I am talking about.
look at the guy playing the arcade.

If I try to run the game and set the Globalint that places a certain NPC in the room the game is fine. But if I run the game after all of these other events stuff occur I have problems. Just look in the room editor under the room titled "Inside video arcade."
If you can find me a place to upload it so I can send it to you. Sorry I don't own any webspace.
Thanks alot, I really appreciate it.
Daniel
Winebarger
#104
Hey it's Dan here. Should I send it to you with a detailed  explanation of what I am talking about or is there somewhere else I should put it?
#105
Yeah! You might be right! But it seems to occur really randomly. Sometimes right after I load the game and other times after I am testing it for a while. But It looks like it is always a walkbehind from the previous room though.  I wonder if this has to do with using too many walkbehinds? Or maybe a palette issue? I haven't a clue.
But I think you're on to something there.
Daniel
Winebarger
#106
Hey AGS forums!
I am seriously a little confused about something. Sometimes when my player is moving thorough out my  game he is suddenly drawn behind parts in the background. It frustrates me me because there is no walkbehind there, and I can't seem to figure out why.
Because it randomly happens. If I run the game and start it in the actual room it's fine, everything works. When I run the game in another room and enter another the room it starts acting up. Has this ever happened to anyone else out there? Or am I just seeing things?
What should I do?
Daniel
Winebarger
#107
One again! Scorpious saves the day! I got it! It works now! I figured out why it was'nt working. I had the whole 1000 character ID numbering system off.  I was setting the wrong value for the wrong character(like ego 1000, npc# 2 1001 etc.) I was putting something like 1012 or something like that in there for character 0.  It all makes complete sense now.  Thanks again man! I really owe you one!
Daniel
Winebarger
#108
Ok Scorpiorus! I almost got it! Just one more thing.  I decided to go with the second solution you gave me(mainly because I need to try and conserve my GlobalInt).  I have it all setup except fo the laast part about specifying this:

ID: 0 DIALOG: 1000
ID: 1 DIALOG: 1001
ID: 2 DIALOG: 1002
..
ID: 10 DIALOG: 1010
ID: 11 DIALOG: 1011
...
ID: 100 DIALOG: 1100
ID: 101 DIALOG: 1101
ID: 102 DIALOG: 1102

ID: 149 DIALOG: 1149

Where would I put this? Say if EGOs shadow color was 4 would his ID be 4?  Right now I got it to run but it dosen't do anything at run time? Any suggestions for this?
Thanks!
#109
Hey Scorpius! It's Dan! Back again!  Thanks for breaking it down, I think I understand everything else you explained to me except for this.  I am already using a dialog request function.  The problem is when I try to run the game it gives me an error that tells me that I already have one.  Would this go in the script header maybe?  Or would I have to change this so it can add on to the dialog request function I already have?:
This is what I put in there:

function dialog_request(int value) {

  if (value >=0 && value < 150) { // characters' ID range
     game.text_shadow_color = GetCharacterProperty(value, "ShadowCol");
  }
}

Oh yeah, where in the code above would you actually set the value for the color I want the text to change when the specified character talks?

This what I had before:

function dialog_request(int dialog) {
if (dialog == 4) {
Wait(5);
ReleaseCharacterView(DEAL);
SetCharacterViewEx(DEAL,60,0,ALIGN_LEFT);
Wait(5);
AnimateCharacterEx(DEAL,0,6,0,0,1);
ReleaseCharacterView(DEAL);
SetCharacterViewEx(DEAL,149,0,ALIGN_LEFT);

}
else if (dialog == 5) {
Wait(5);
ReleaseCharacterView(DEAL);
SetCharacterViewEx(DEAL,60,1,ALIGN_LEFT);
Wait(5);
AnimateCharacterEx(DEAL,1,6,0,0,1);
ReleaseCharacterView(DEAL);
}
else if (dialog == 6) {
Wait(5);
ReleaseCharacterView(FORT);
SetCharacterView(FORT,104);
Wait(5);
AnimateCharacterEx(FORT,0,6,0,0,1);
ReleaseCharacterView(FORT);
}
else if (dialog == 7) {
ccExecuteCommand(PROS, 11);
 }
else if (dialog == 8) {
  ccResumeExecution(OWNE);
  }
else if (dialog == 9) {
  ccResumeExecution(SANT);
  }
else if (dialog == 10) {
Wait(15);
AnimateCharacterEx(SLEE, 0, 9, 0, 1, 1);
ChangeCharacterView(SLEE,161);
SetCharacterSpeechView(SLEE,143);
SetCharacterIdle(SLEE,0,100);
Wait(10);
}
else if (dialog == 11) {
  piss_clerk = 1;
}
else if (dialog == 12) {
ccExecuteCommand(HOME, 6);
}
}

Any ideas on a possible solution here?
Thanks again Scorpius!

#110
Hey Ben!
It's Dan here!  Yeah you're right I forgot to take that into consideration.  So for those types of situations I guess I will have to go with PlayAmbientSound.  Thanks for looking out!
Daniel
Winebarger
#111
Hey Scorpius!
It's Dan! So gosh! Thanks again for responding back to me.  But to be honest  I am having a little trouble trouble with figuring this out.  The first batch of code where in my global script should that should go:

function CharacterSpeech(int CharID, string speechText) {

Should I just create a function like that?  And when you use CharID would I just plug in EGO there, and  where there is a "ShadowCol" would I put in the actual number of what color I want?  I also just realized that what if you have background speech running in your game the same time the character is talking.  Is there a way so the game shadow color will only affect one indivdual character?  And one more thing in the dialog script when you have to call a dialog_request function.  Would'nt it be run-script 0 instead of run-dialog? If you can, do you think maybe you could just break what you told me down a little bit more?  
Thanks Scorpius!

#112
A Ha! That was it! You were right it was set under the wrong driver in the game set up configuration.  I should have known an easy thing to overlook.  But now it works so thanks guys for the help, my problem is solved :)
#113
Hey Gilbot!
Thanks for helping me! I think I figured out what's going on here.  I noticed that when I run my game in a window instead of full screen and minimize it,  the sound somehow plays.  But when I open the game back up it stops.  I can't seem to figure out why it keeps doing that. Any ideas on that? Because the midis are playing just not while AGS is running.  Thanks again for the support.
Daniel
Winebarger
#114
Hey Ags forums, Ok! This is going to sound like a really stupid question but here it goes!  And it has probably been answered about a thousand times by now but for some reason my midi music files will not play in my game.  And for some reason it is just on my computer?  I tried to run it on another computer and the midis played fine.  Is there some kinda of setting in AGS I need to change?  Anyone know of any troubleshooting tips for this one? And by the way Does anyone know in AGS how can you loop a PlaySoundEx function? I have soundfx that I want to be run continously in the background over the background (midi) music.
Thanks
Daniel
Winebarger
#115
Hey TK!
It's Dan here! I just was curious what you think is the best way to go about this then.  Should I use game.text_shadow_color =4;
everytime my main character talks, or is there a way to set up some kind of character property?  Also do you know if it is  possible to lower the built in AGS dialog menu manually on the screen?  It works fine on some converations in my game but on others  it takes up too much screen space.
Thanks!
Daniel
Winebarger
#116
Hey I have a really quick easy question. Here it goes! How do you set just one characters font shadow color.  I know about game.text_shadow_color but what if I just want each character to have a different color.  I made my own game fonts in SCI studio.  Would I have to make them the color I want  there?  Is there a function for this yet?
Daniel
Winebarger
#117
Hey Scorpius!
It's Dan. Yeah that was it!  All I had to do was stop the execution and it now works the way I want it to! Once again thanks...again!
Really appreciate it!
Daniel
Winebarger

#118
Hey AGS forums,
Hey I have this little problem.  I have this room in my game and I need a npc to be in the room only when I want him to be.  So what I did was I set up a GlobalInt and the command is ready to be called when the integer is set.  The problem is when it is set he still not showing in the room.  Can anyone take a look at this and tell me if anything looks wrong with my room script.  It is really strange but I can't seem to figure out why he is not visible in the room.  This is what I have:
// script for room: Player enters screen (before fadein)
srSetRainAmount(0);
SetObjectIgnoreWalkbehinds (0,4);
FaceLocation(EGO, 150, -1000);
SetGlobalInt(3,1);
SetGlobalInt(13,2);
if (GetGlobalInt(3) ==1) {
character[SKEL].x = 96;
character[SKEL].y = 204;
ReleaseCharacterView(SKEL);
ChangeCharacterView(SKEL,109);
SetCharacterIdle(SKEL, 109, 0);
}  
}
Does this look OK?  Because when I play the game he is not there?

Daniel
Winebarger
#119
That's good to know Thanks for telling me!
#120
Hey it's Scorpius! It's Dan here!  Yeah I just tried to using the CreateTextoverlay command but it didn't really work for me because it pauses the script.  So instead  I just figured if I have to pause the script anyway why not just use a displayspeech command instead so my npc can use his own talking view.   Thanks alot for the help though now I understand  how to use the built in AGS game variables something I have been trying to figure out for a while.  I kept putting them in the wrong places and kept giving me errors in my global script.
Once again you solved my problem!
Thanks alot!
Daniel
Winebarger
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