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Messages - snobes

#1
Hello, everyone starts their post this way, but I cannot find a solution to my problem in the manual and the forums (I've searched both).

TLDR: how do I interact with "popover" objects after the cEgo.LockView is called and before the cEgo.UnlockView is called?

I have a sprite, which is the inside of a wastebasket. Additionally, there is a wastebasket hotspot in the room. Here is the game logic:

- player interacts with the wastebasket hotspot
- the interact with event is fired
- the character walks to the wastebasket
- the character bends down
- while the character is still bent, the inside of the wastebasket object becomes visible and remains until the player interacts with the inside of the wastebasket object
- the interact with event is fired for the inside of the wastebasket object
- the character stands up
- the player resumes normal control of the character

My issue is after calling cEgo.LockView(), the cursor becomes "disabled" along with the nav bar. While cEgo is locked, how to allow the cursor to be usable.

The following is my attempt at the problem:

Code: ags
bool wastebasketClicked = false;

function wastebasket_Interact(Hotspot *theHotspot, CursorMode mode)
{
  int destX = 57;
  int destY = 148;
  
  cEgo.Walk(destX, destY, eBlock);
  cEgo.LockView(CLARA_MAIN_CABIN);
  cEgo.x = 49;
  cEgo.y = 147;
  
  cEgo.Animate(0, 5, eOnce, eBlock);

  oInsideWasteBasket.Visible = true;
  wastebasketClicked = false;
  
  // this is my attempt, but the cursor remains disabled from the LockView function call
  mouse.EnableMode(eModeInteract);
  mouse.Mode = eModeInteract;
  
  while (!wastebasketClicked) {
      Wait(1);
  }
  
  oInsideWasteBasket.Visible = false;
    
  cEgo.Animate(1, 5, eOnce, eBlock);
  cEgo.x = destX;
  cEgo.y = destY;
  cEgo.UnlockView();
}

function oInsideWasteBasket_Interact(Object *theObject, CursorMode mode)
{
    wastebasketClicked = true;  // Set the flag to allow the script to proceed
    Display("You see something inside the wastebasket.");
    
    // Optionally, hide the object again after the click
    oInsideWasteBasket.Visible = false;
}
#2
Editor Development / Re: AGS Editor on macOS
Mon 09/09/2024 20:01:17
Thank you for, @Gal Shemesh. Instructions were simple and easy. I now have AGS running on my mac. Never thought I would see the day.
#3
Hello, snobes here. I've been developing a game in SCICompanion with my brothers for the past year. Just discovered AGS from reviewing The Crimson Diamond, and I'm in love with AGS!! So many quality of life improvements from SCI to AGS. One brother does the art and animation, and he is ecstatic with AGS! I do the code and the API is well documented and intuitive. Thank you to the devs who maintain the editor, engine, and the docs. Much appreciation! Looking forward to porting our game to AGS and getting it over the finish line.

I've already forked the AGS repo and am diving into the source code as I want to help with its development in any way I can.

I do have one question regarding running AGS Editor on M2 mac. I've posted my question on this thread https://www.adventuregamestudio.co.uk/forums/general-discussion/running-ags-on-my-new-macbook-pro-m1/msg636665574/#msg636665574. If more experienced users know how to get AGS working on a mac with M2, then please let me know. That would be a huge help.

Nice to meet you all.  :smiley:


Update: for posterity, I followed the instructions found in this thread https://www.adventuregamestudio.co.uk/forums/editor-development/ags-editor-on-macos/msg636663639/#msg636663639 to get AGS Editor working on my M2 Mac.
#4
Hobbes, thanks for documenting this process. Does this setup still work for you? I have an M2, and I'm running into this error when I try to install VS Runtime 2015 + DotNet 4.5 into the Porting Kit app:

Code: ags
Warnings:

Setup may not run properly, because the Windows Modules Installer Service is not available on this computer.

What Wine version do you choose when creating the custom port?
Do you have any suggestions on getting your setup working for an M2 Macbook? Thanks


Update: I got past the Porting Kit installation. I installed AGS into the Porting Kit app, but when I launch AGS the launch the AGS "preloader" hangs and does not continue with opening the application. Perhaps I chose the incorrect wine version when setting up the app, or something else alltogether. Any suggestions are appreciated. Thanks.


Update: for posterity, I followed the instructions found in this thread https://www.adventuregamestudio.co.uk/forums/editor-development/ags-editor-on-macos/msg636663639/#msg636663639 to get AGS Editor working on my M2 Mac.
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