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Messages - rmonic79

#181
hi guys there's something that comings up with beta testing of our demo. If i use talk to on inventory item it doesn't show on the action bar but if i click it takes the unhandled and if i use pick up on inventory item automatically become use in the action bar.
About speak i would like that the action appears in the action bar and for pick up the action should remain pickup.
Give us an hand pls :)
p.s. (we are searching in the code but we don't understand well where is the part that connect the action bar and the inventory code, moreover this things, maybe, will be solved in the next release of the template.)
#182
thank you :)
#183
Hi guys we are trying to give the possibility to skip a dialogue only if it was just said.
the only solution we found was to use a global variable for any dialogue that occurs again but we don't want to do it :), moreover the things should happen also on object, hotspot... decription.
It can be done? is there a module that have this function?
thanks
#184
we have time until the final release. Any suggestion about what we need and know to try to do it?
#185
hi guys, another question,is it possible to customize the options of winsetup.exe? We want less options for our game.
thanks.
#186
Hi guys we were able to change language in runtime but not the nine verb translated gui. The translation is on the way and we need to solve this problem.
Can someone help?
#187
The demo is almost done, but, for the moment only in Italian. The next step will be the english translation. Meanwhile take a look at the video in diary, very funny :) it was completely unexpected :)
#188
thanks for reply. Reserving a slot for autosave could be fine if makes more simple the continue function.
however in both ways, I don't understand if it's possible to load the last savegame regardless it is auto or manual.
#189
Hi guys i need help to make a main screen "continue" button that load the last savegame and if it's possible to autosave at certain point of the game, saving on the first avaible slot if there's no autosave, or overwriting the old one. thanks for help
#190
added an almost finished animated background. See you soon :)
#191
hy i don't know if i missed something in this months but i think i nevere read if there's a method to draw an hotspot over another. i need to enable a small square over big one after some puzzle but i don't want to leave a hole inside the big square, is it possible? I have a similar problem with an hotspot over a charachter, is it possible to have the hotspot on first line under the mouse? thanks for your time :)
#192
Thanks, works perfectly. :-D
#193
the editor says:

error running function savetextbox_click, runtime error wrong number of parameters to exported function savetextbox_click (expected 1 , supplied 2)
#194
thanks guys, i've found a strange bug if i double click on savegame slot. It returns an error about SaveListBox_Click wrong number of parameter :2, expected 1. Any suggestion?
#195
Hi guys i've encountered some problems with ags 3.4 alpha. First facecharachter is already defined and i commented the script in the guiscript to avoid error, then when the options of the dialogues are displayed them cannot be choosen , instead the click give an highlight . The game was originally make with ags 3.2 and i disabled Enforce object-based scripting to make processclick works but nothing. Any help?
#196
Added some work in progress backgrounds. I have a question, is there a tag to resize screenshots to make the diary more readable?
#197
is it possible to have both installed?
#198
i can't use vers. 4.0 because i'm still working on ags 3.3.0 and the link to queuedspeech 3.5  is unavaible, can you reupload it?
#199
thanks ;) the last time i tried to download the module it was unavaible so i tried only bgspeech but now works fine. :)
#200
just for let you know, using background speech with animation gave me some problems like: the character sometimes stop walking, often doesn't approach objects or hotspot ( for example he open the door from distance ), and more often if a look at something the background dialogue stops forever. I'm using another solution with idleview at 0 delay and timers created with variables ( like i read in a monkey post) and it seems to works fine now. Is it normal to have this problem? (i use 9verbs template)
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