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Messages - simulacra

#81
I agree. The mainstream bores the hell out of me. I never listen to the crap they play on the radio, as I have heard that song thousands of times before. The same with goes for games.

Clichés are for the fools who are not smart or experienced enough to figure them out.
#82
Bioware who did Baldurs Gate definitely had a composer.
#83
I used my game as an excuse to compose music. It turned out to be a 50 minute CD-quality soundtrack. Wah!
#84
Hmm... my game has turned out to be a logo-rama, but all the logos are actual organisations involved in the production: the publisher, the artist group I'm in and my own design bureu. I am not sure I like it.
#85
Thank you SSH! This was excellent!

You really made my day.
#86
Would SetMusicMasterDigitalVolume affect video playback as well? I have noticed some annoying sound volume changes when using video (i.e. video gets much louder than rest of the game).
#87
I see.

The line:

Code: ags
    AskYesNo("Overwrite savegame?");


Causes a type mismatch error "cannot convert const string to string".  :-\
#88
I have intensely studied the pixel hunt code as well as this thread and tried unsuccessfully to modify the old sgs to work in 2.7. I think that the problem is that I do not know what I am doing.

Code: ags
function sgs_getslots()
{
int i=1; // Loop counter starts at 1
while(i<=6) { // Count from 1 to 6
if (GetSaveSlotDescription(i, sgs_struct[i].t)) { // Slot exists
[b]sgs_struct[i].spr=DynamicSprite.CreateFromSaveGame(i, SGS_WIDTH, SGS_HEIGHT);[/b]

} else { // There is no saved game for this slot
StrCopy(sgs_struct[i].t, ""); // Blank description
sgs_struct[i].spr=SGS_EMPTY_SPRITE; // Empty sprite
}
SetLabelText(SAVELOAD, 6+i, sgs_struct[i].t); // Set GUI label to description
SetLabelColor(SAVELOAD, 6+i, SGS_LABEL_COLOUR); // Set GUI label colour
SetButtonPic(SAVELOAD, i, 1, sgs_struct[i].spr); // Set button to have screenshot pic
i=i+1; // next slot
}
// Get current game ss, too
Wait(1); // make sure screen is updated
//SaveGameSlot(100, "temp"); // Save current game in temp slot
//Wait(20);
//sgs_struct[0].spr=DynamicSprite.CreateFromScreenShot(SGS_WIDTH, SGS_HEIGHT); // load up screenshot
//DeleteSaveSlot(100); // Delete temporary slot
sgs_sprite = DynamicSprite.CreateFromScreenShot(SGS_WIDTH, SGS_HEIGHT);
}


The first highlighted line gives me an error about trying to assign a sprite to an int. I guess I must have mixed apples and pears, but what do I do instead?

I commented out the old-school code and tried to replace it with what I think is a pointer to a dynamic sprite.

I am really have angst regarding this as I am supposed to hand the project over to the printer at friday and spent several days messing this up even further.  :'(
#89
I really enjoyed this game too. Great idea with the manual.
#90
Quote from: Rui "Brisby" Pires (a Furry) on Sun 04/09/2005 08:19:22
I'm sorry but I don't understand... you want to hide the menu and GUI, which I assume are GUIs 0 and 1? But then why do you turn them back on immediately after turning them off?

Good point. I must have thought that displaying the modal GUI 11 would pause the game or make it enter a subroutine or something. Thanks!
#91
I have used the sgs_load and save template for my game, but run into trouble with the new sprite pointers. Has anyone experience in rewriting this template?

EDIT: Noticed that this has already been addressed. Please ignore this post.
#92
I cannot make any sense out of this. I want to display a custom quit GUI when clicking on a top menu and hide that menu and a status bar as well. But they won't hide. This is the code from interface_click:

  if (interface == 1) {
    if (button == 3){   // see inventory
      //InventoryScreen();
         ItemScreen();
   }
    else if (button == 4)    // save game
      sgs_save();
    else if (button == 5)   // load game
      sgs_load();
    else if (button == 6) {  // quit
         GUIOff(0);
         GUIOff(1);
         Wait(1);
         GUIOn(11);
         GUIOn(0);
         GUIOn(1);
         }

    else if (button == 7)    // about
      AboutGame();
  }
#93
Great!
#94
It's the same in the editor. Didn't see that before. And I recently used the dump text feature. That's probably the issue.
#95


Have a look at this. This is compiled in AGS v 2.70. I think it used to work properly in previous versions.
#96
Do you know what the maximum length is?  :-\
#97
It seems that long dialog options are cut off after a certain length. It does not look to good, since the line goes black after 60% of the screen approximately. I guess there is a maximum length to these options.

Can this be fixed somehow or do I have to rewrite the options into shorter phrases? And does anyone know how long a dialog option can be before getting cut off?
#98
Advanced Technical Forum / Re: Sound off
Thu 01/09/2005 19:42:19
Great!
#99
You REALLY should make this call at Unfiction.com as well. What you are describing is an Alternate Reality Game (ARG). There are lots of ARG developers over at Unfiction who make and run this sort of game at a regular basis.
#100
First video in the game.
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