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Messages - rongel

#201
AGS Games in Production / Re: The Witch House
Wed 17/06/2020 08:10:51
Hello there!

Still alive and kicking! It's been ages since I last updated this thread, I'm sorry about that. First I had too much other work, and after that I started working on the game so furiously, that I had no patience to do updates. So the good news is that for the last 1.5  months I've been working on "The Witch House" full-time. Currently working on the ending, which is a big part of the game. There are several different endings and combinations of endings, depending on player's actions. So it's a lot of work, but finally it's starting to shape up.

And exciting news considering the music! Troy Sterling Nies (who composed The Whisperer in Darkness and The Call of Cthulhu films for example) has started composing music for the game, and it sounds great! Really exciting to see the game coming together.

I don't want to show too much of the ending (at least not yet), so here's a still from Elwood's room:



Elwood is Walter's neighbour, and a fellow university student. Walter can relax at his place, and even spend the night to avoid the nightly terrors at his own room.
#202
Tested the fix now, and yes, it seems to work! I could give long names (I tested using "oStreetlamp_Walkbehind") to objects without errors. When I tried opening the project with version 3.5.0.23, I got the warning, and couldn't edit the room. When I re-opened it with the temp build, it opened nicely without any problems.
#203
Thanks! I'm away for the weekend, but will test this next week.
#204
Wow! The graphical style and the animations look just amazing. Really like the detective stuff too. You must have put a lot of work into it... I mean 16 direction walk cycle! Good luck with the demo, and hopefully you get more people working on it!
#205
Quote from: Crimson Wizard on Mon 20/04/2020 00:55:15
Lord C, rongel and Lukey J, I finally managed to reproduce the problem you were having, or at least I think it has same root.

I think you're right. I made a quick test too, created a new game, added an object, and gave it a name "oStreetlamp_Walkbehind" (same name that I had trouble with before). Everything seems to work, but when I close the program and start again, I get the error when trying to edit the room in editor. This time I tested to remove the .user file, and it works, until I close the program again.

Looks like the allowed number of letters is only around 21, "oStreetlamp_Walkbehin" works without error message. Weirdly "oStreetlamp_Walkbehinx" works too, but "oStreetlamp_WalkbehinX" with a capital X doesn't...
#206
Quote from: Crimson Wizard on Mon 13/04/2020 18:18:08
Have you tried just deleting roomXXX.crm.user file? CRM file must be proper, and *.crm.user" file contains only temporary info, like, last selected item. There should not be any need to reset room to backup because of this.

No, didn't try that...  I was wondering what the .user-file is. But the backup is working fine, and I didn't lost almost any work because of the error.
#207
Quote from: Crimson Wizard on Tue 07/04/2020 00:01:34
Quote from: Lord C on Mon 06/04/2020 22:44:59
Yes, it's the same message. It happens only with walk-behinds. Hotspots, walkable areas and regions work fine.

I have a weird idea, maybe it does not like word "Walk-behinds" (with dash) in XML under some system locales... I will try to investigate further.

I just stumbled into this problem too, at least it seems to be connected. I got a similar error message, and couldn't edit the room after it in the editor. The error happened when I was using an object as a walkbehind in a large room. I had a streetlamp-object called oStreetlamp_Walkbehind. Everything was working, but when I exited the program, started it again and double-clicked the "Edit room" text, I got the error message. After that the room is uneditable, and I had to use a backup of it.

When I created the object again and named it just to "oStreetlamp", no error messages! So it looks that the editor doesn't like the word "Walkbehind" in an object...

By the way, I'm using the previous 3.5.0.23 build.

EDIT: Ofcourse it might also be connected to the lenght of the name...
#208
Ok, got it:

Code: ags
if(!was_key_ESC_pressed && IsKeyPressed(eKeyEscape)) {
  gControl.Visible = !gControl.Visible;
}
was_key_ESC_pressed = IsKeyPressed(eKeyEscape);


It works now just the way I want it to, thanks! Yeah, I need to brush up my boolean algebra some day...  :-D
#209
Quote from: eri0o on Wed 15/01/2020 12:43:59
gControl.Visible = !gControl.Visible;

on the first bit of code you posted.

Sorry eri0o, still didn't get it, you need to spell it out for me... Did you mean that I add gControl.Visible = !gControl.Visible;  to this:

Code: ags
if(!was_key_ESC_pressed && IsKeyPressed(eKeyEscape)) {
  gControl.Visible = true;
}
was_key_ESC_pressed = IsKeyPressed(eKeyEscape);


I tried it and also tried adding it to the script on the first post, but got the on/off flicker again.
#210
Thanks for the answers! The module sounds really good Crimson Wizard, I might use that. But I want to get this working first, I have trouble to closing the gui...

So I don't use anymore on_key_press, my script is now in GlobalScript under repeatedly_execute(). The code looks like this:


Code: ags
if(!was_key_ESC_pressed && IsKeyPressed(eKeyEscape)) {
  gControl.Visible = true;
}
was_key_ESC_pressed = IsKeyPressed(eKeyEscape);


So this works fine, I tested it with another command, and it only gives one action like it should. But closing the gui is not working for me, I tried this under the previous script:

Code: ags
if(was_key_ESC_pressed && IsKeyPressed(eKeyEscape)) {
  gControl.Visible = false;
}


That causes the gui flicker on and off. What am I doing wrong?
#211
Hi!

This might be a very simple question, but I couldn't find an answer for it, and I want to do it right.

I have menu screen that comes up when I press "ESC" key. My code is simply something like this:

Code: ags
if(keycode ==eKeyEscape) {
  if(!gControl.Visible) gControl.Visible = true;
  else gControl.Visible = false;
}


Everything works, unless player holds down the ESC key. Then the menu screen constantly switches on and off, and I dont want that. The menu screen should appear when the player releases the ESC key. The player needs to press it again to close it. Holding down the key shouldn't have any effect, pressing it should be like when pressing a gui button, the action happens when the button is released.

What would be the simplest way to achieve this?  Thanks!
#212
Nice to see progress here, the screenshot looks good, very grungy! Definitely a horror game look.
#213
AGS Games in Production / Re: The Witch House
Fri 03/01/2020 08:41:09
Quote from: Matti on Thu 02/01/2020 11:15:29
Beautiful gifs  :)

Thanks Matti! It's a pain to make a decent GIF, but I guess it's still the best format for a quick animation preview.
#214
AGS Games in Production / Re: The Witch House
Thu 02/01/2020 10:43:02
Happy New Year!  :=

Here's a couple of GIFs to start the year: Alchemy and Chemistry GUIs.

Walter can make three different potions if he knows the recipes for them (or if he's very lucky). Basically the alchemy and chemistry are the same, so you can replace some of the required ingredients with synthetic substances.  For example you could use Pyrite instead of Fool's Gold if you have basic alchemy / chemistry knowledge. The actual "minigame" is very simple, you just add the right amont of ingredients and the potion will be distilled automatically.

Chemistry:


Alchemy:
#215
The Rumpus Room / Re: Name the Game
Wed 01/01/2020 20:53:24
Quote from: Jack on Wed 01/01/2020 20:19:38
Silent Hunter 5?

Correct!  :-D

I used to play that like crazy, and even did some modding on it. Like the lifeboat-mod that you see in the picture.
#216
The Rumpus Room / Re: Name the Game
Wed 01/01/2020 18:32:27
Quote from: Mandle on Wed 01/01/2020 11:41:03
World Of Warships?

No, it's more hardcore simulator from 2010...
#217
The Rumpus Room / Re: Name the Game
Wed 01/01/2020 10:08:42
Quote from: Mandle on Tue 31/12/2019 23:36:16
One of the Biohazard (Resident Evil) games? (reminds me of the start of one of the movies)

Nope.
#218
The Rumpus Room / Re: Name the Game
Tue 31/12/2019 09:23:34
Quote from: Mandle on Mon 30/12/2019 16:17:14
Indeed that is the game!!! And, yes, it is both exciting and frustrating! Lets get in touch to play some games! My coach name is Mandle.

I think my coach name is Rongel. I'm planning to get a new pc soon (my current computer is getting old and feeble), so maybe I'll get back into BB 2 after that.

Ok, here's a new screenshot:

#219
The Rumpus Room / Re: Name the Game
Mon 30/12/2019 13:37:42
Quote from: Mandle on Sun 29/12/2019 07:44:55
Hidden because image is a bit big but I kept it that way to show details better.

It's Bloodbowl 2! One of the most exciting / frustrating games ever. I have over 500 hours in it, but haven't played it in a while. I hope the game stays active, and people keep playing it.
#220
General Discussion / Re: RIP Ghost
Mon 30/12/2019 11:49:06
Same here, I never talked with Ghost, but I'm using his template. When I started working with AGS it was extremely helpful. I've understood that Ghost was an important and beloved part of the community. RIP.
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