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Messages - rickious

#41
Mandle
it gives the following error
QuoteFailed to save room room301.crm; details below
room301.asc(19): Error (line 19): Undefined token 'show_save_game_dialog'
whenever i add...
Code: ags
  show_save_game_dialog();


NickyNyce
I get no errors with this, but still no save games.

If I reactivate the icon bar, the load and save from that still work fine, if i save a game within the main menu from the icon bar even that one doesnt show with the menu button version of the restore game.

Theres some kind of fetch or load or retrieve the save games missing?  Is there something we need to tie into the global script where the GUI button version gets its load game menu from?

Or shall we give in and just make a new invisible GUI button instead of that hotspot and do it from that? IF we do it that way, can i still activate the rollover object in the same way as my 'Exit' and 'New Game' hotspot buttons do?

If the new GUI button is the best way to go, I could do with help on how to add that too (roll)

*EDIT*
Mandle and NickyNyce
The following combination of your scripts and my existing worked...
Code: ags
import function show_restore_game_dialog();

function hLoadGameButton_AnyClick()
{
  gRestoreGame.Visible=true;
  show_restore_game_dialog();
}


Thanks all three of you for helping. AGS has an excellent, genuinely friendly community.
#42
Hahahah, you got it in one, for got to add the any click on events.

So, next problem. When I go to restore game from my main menu no save games appear in the list. Any ideas?

Apologies for the triple post earlier.
#43
Adding that to my room code by the way.  am i missing something in the global script or something?
#44
:~(

added this...
Code: ags

function hExitButton_AnyClick()
{
  QuitGame(1);
}

function hLoadGameButton_AnyClick()
{
  gRestoreGame.Visible=true;
}


no errors, but nothing happens when i click hLoadGameButton or hExitButton hotspots.

I have objects appearing for my rollovers but I have used...
Code: ags
  object[0].Clickable = false;

on them, so they shouldn't be interfering.

any ideas
#45
Thanks Cassiebsg, ill give it a go now :)
#46
Apologies if this has been asked and answered, but been researching and testing for several hours and have not come up with an answer.

I opted to use a room as my main menu.  I have hotspots on menu text and am using objects for rollover effects, and I have hidden the icon menu from the top.  But as far as button clicking, so far I have only managed to get the "New Game" button working.  So my questions if you can please help.


  • How do I make a hotspot click open the load game?
  • How do I make a hotspot click exit the game with usual confirmation dialog box?
  • How do I make a hotspot click open the options menu?
  • How do I rescript the 'exit' button on the regular GUI to exit to the main menu instead?

I know thats a lot of questions, but i have exhausted my trial and error time for now.  I need to crack on with some more in-game content and hope someone can help.


Im not sure how many GUI types there are so here is some info. Im using the GUI style that drops down from the top. And the load/restore game GUI is called called 'gRestoreGame' in the GUI list.

Here is some code from my global script, maybe it helps?....
Code: ags

function btnIconSave2_OnClick(GUIControl *control, MouseButton button)
{
  show_restore_game_dialog();
}


ive tried all sorts of things, any click, mouse click, mousebutton. Some of the things i tried didnt show any errors but nothing happened. Im sure several of you know exactly what to do and although Id have loved to figure it out myself but after this long struggling id think i need to ask the experts.

all help appreciated.
#47
updated original post to include a decent video playthrough and a brief video of the WIP main menu

*EDIT
Version 2 of the WIP main menu added. much more atmospheric,
#48
Cassiebsg, im looking forward to playing it myself tbh :)  And yea the walk needs tweaking for animation speed and walk speed as hes also walking on the spot a bit too :)

Also thanks for the comment on the cursors, thats something I really need to remake at some point to be more in-line with the other graphics.

Im teaming up with my brother on this one too now, he will be making all the music and sfx as a university project.  So the next big update should include some music and possibly a few sfx.
#49
Low Quality video playthrough now on youtube...
I will be doing a HD upload in the near future.

Linky
https://www.youtube.com/watch?v=or74Ef9a9Oc

[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/or74Ef9a9Oc?rel=0" frameborder="0" allowfullscreen></iframe>[/embed]

Thanks to 'Tabata' for info on how to embed a video :)
#50
AGS Games in Production / Re: A Poison Green
Fri 08/08/2014 14:07:30
FlyingMandarine whats the progress on the game? any hope of a demo version anytime as Im looking forward to seeing all these lovely graphics and ideas in action!
#52
Have reinstalled AGS and will get back to Body Pharm ASAP.  Have posted in support forum as im getting script errors (presumably something thats been updated?), once i can fix that ill carry on with development as Im looking forward to playing it and seeing where the storyline takes me.
#53
I have picked AGS back up after 10 months and I am getting errors on my global script....

SetVoiceMode(eSpeechVoiceAndText);
SetVoiceMode(eSpeechTextOnly);

Has something with these commands changes? any help appreciated.  The script ran fine 10 months ago so I presume theres been an update thats changes some code?

thanks.
#54
I do understand transparent backgrounds and have used them for years in many ways, but as I have said, the specific render mode I am using in DAZ will not save with the transparent background.  There is another render mode, but it makes the images look far less realistic, plasicky.  So until DAZ fix that common problem, there are not many options.

So I apericiate what you are saying, and im less than happy, but 'satisfied'.  For now at least.
#55
Wont be progressing very fast now, on hold pretty much as I have just got a massive freelance illustration job in, so will have to prioritize that and juggle it with my day job.  But will come back to this ASAP.
#56
Asked if i wanted to save before exiting, I clicked yes, it wouldnt and gave me this error...


Error: Object reference not set to an instance of an object.
Version: AGS 3.2.1.111

System.NullReferenceException: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at AGS.Editor.Components.SourceControlComponent.ToXml(XmlTextWriter writer)
   at AGS.Editor.ComponentController.NotifySavingGame(XmlTextWriter writer)
   at AGS.Editor.ApplicationController._events_SavingGame(XmlTextWriter writer)
   at AGS.Editor.EditorEvents.OnSavingGame(XmlTextWriter writer)
   at AGS.Editor.AGSEditor.SaveGameFilesProcess(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.AGSEditor.SaveGameFiles()
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#57
I did search the manual, but I was looking for 'and' not '&&', so wasnt too obvious.  I can promise you all that I only ask on here if I have been stuck on something for well over an hour, I might (like in this case) just be searching slightly wrong.

Combined, no amount of tutorials etc have a chance when compared to the combined knowledge of the AGS community.  :-D 

I found the answer to my follow up question within a few minutes so didnt want to be shot down by people who get sick of noob questions.
#58
Cool.  Thanks once again Kris

hmm

Edited by Mod: Please don't double post within a short period of time, especially when doing so doesn't add anything constructive. Thank you.

Edited by Rickious:Apologies for this, I had posted a followup question, but fixed it with trial and error.  For future reference, how do we delete a post (although I will also be even more aware not to post unless absolutely required.)
#59
Hi all,

I want some text to run, only once, and only on the condition your character is using a specific view (i can just run this as a bool once the view is triggered otherwise)

And if the view or bool isnt there, I will just give a message.

So, I have used if for bools, and also DoOnceOnly, but cant think how to combine the two to do this.  Or is there another way of running a message one time only?
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