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Messages - rmonic79

#161
Advanced Technical Forum / Re: Update savegame
Fri 01/04/2016 10:27:07
Sadly we are not skilled enough to do something like this :(
But if you have any suggestion to prepare the code to receive some updates without invalidate savegame ?
(for example we're preparing the code for potential future translations to have only to change the graphic buttons)
It could be useful to prepare some unused variable for example?
#162
Hi guys, we have a big problem, if you change something in the code you are not allowed to restore a savegame made before. Our game will be out on steam and we would like to make an update after release without invalidate the savedata of the players. Is it possible?
#163
Hi guys we are wondering if there's a method to create and write a Pdf or an epub file in runtime without stop the game.
I know it's a strange question but if someone could help we will be grateful a lot. :)
#164
added some screenshots and a video.
See you soon guys :)
#165
Thanks for reply crimson,i don't want to combine them but i didn't find a way to unsetlightlevel and use region again. (to tell rhe truth i don't need it anymore cause we find a better solution using characters light level but, just for curiosity)
#166
Hi abstauber and thanks a lot. There is only one problem, the gui desappears when the first option appears. If there is only one question that the character say directly or there are some phrases before the options appear the gui is shown. Is there a turnaround to avoid this?
(We are searching in ags (3.4) to some that can check if a dialogue(generally) is running or not, or  something can check if the text is shown on the screen but nothing)
#167
We are trying character.setlightlevel and it's fantastic to give continuous changing of light to different character. Only one problem after call it, region light level doesn't work anymore. Any solution?
Thanks
#168
Hi guys, thanks to everyone that support us. Chronicle of Innsmouth was Greenlit on Steam :)
#169
Quote from: abstauber on Fri 09/10/2015 17:09:13
You could use a setting in the AGS editor.
In general settings, under "Visual" set "When player interface is disabled, GUIs should" to "be hidden"
Although this also hides the GUI for every other blocking event. Would this be sufficient?
yes i tried it, but it has strange behaviour during walkto action (sometimes desappears, sometimes not).

and we have another question about doubleclickskip. We are searching for a way to disable and enable it (maybe using a global variable) without act on the speed and have it works also on objects.
we found that parts of guiscript code:
Code: ags
function WalkOffScreen(){
 //handles the action of hotspots with exit extension ('>e').
 //double click in such hotspots/objects... will make the player skip
 //walking to it. Look the documentation for more information on exits.
  
  // doubleclick
  if (UsedAction(eMA_WalkTo)) {
    if (timer_run == true) 
    {
      timer_run=false;
      if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) hotspot[GSlocid].RunInteraction(eModeUsermode1);
      if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) object[GSlocid].RunInteraction(eModeUsermode1);// we tried this

    }
    else
    {
      //doubleclick = false;
     timer_run = true;
      if (Go()){
        int x=player.x,y=player.y;
        int offset=walkoffscreen_offset;
        int dir=ExtensionEx(2,GSlocname);
        if      (dir=='u') y-=offset;
        else if (dir=='d') y+=offset;
        else if (dir=='l') x-=offset;
        else if (dir=='r') x+=offset;
        if (MovePlayerEx(x,y,eAnywhere)>0){
          hotspot[GSlocid].RunInteraction(eModeUsermode1);
          object[GSlocid].RunInteraction(eModeUsermode1);// and this one

        }
      }    
    } 
  }
}

but add, for example "object[GSlocid].RunInteraction(eModeUsermode1);" results in crash when re-entering in room
#170
Hi Guy, we need to have blank gui when dialog is running, is it possible to do it changing something in guiscript instead of close and reopen gui in every dialogues?
Thanks.
#171
Thanks CrashPl, we're #30 on 1680 right now, maybe something good could happen. :)
#172
thanks guys, the game is finally on Steam greenlight. If you like the demo support us ;)
We made a little contest to promote the game and to have a direct link to those who like the project at the following link:
http://steamcommunity.com/sharedfiles/filedetails/updates/518818226
#173
TECHDEMO updated to 1.1 textproof and editing to english translation by Mandle.
Thank you very much!
#174
tech demo 1.0 version is out. Italian and english languages are avaible. Minor update to game and english translation on the next release.
Enjoy it and see you soon ;)
#176
Hi guys, we have some problems with video in full screen (only sound, no video with vmw,mpg,mp4,avi,mov). Only ogv format works but have heavy slowdown during reproduction. Any suggestion?
#177
thanks! Now works fine ;)
#178
Yes, it works fine with 3.2, 3.3
#179
hi guys, we are trying to use wheel to scroll dialogue using customdialoggui(or better the simplified version in nine verbs template cause we had strange behaviour with full version) but the wheel choose answers instead of scroll it.
#180
Quote from: abstauber on Wed 01/07/2015 13:43:11
I've just updated the template and addressed the issues you've mentioned. Please take a look at the modules thread for more information.
Thanks :)
We worked some hour to update our game made in 3.2 to 3.4.0.5 (we had to change the code line by line comparing old with new cause we added many things to the old one).Remains one little(or big) problem with complete customdialoguegui 1.6.3, instead of run dialogues on click, it highlights the sentence and nothing else happen. With your semplified customdialogue in the template or deleting the module, it works well. We are trying to figure out what's going on with no results.
Pls help us we wanna use for cycle :)
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