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Messages - spook1

#21
This may be a strange question on this forum. But after wotrking with AGS for years, I am starting a project in Flash.
Now I need to script a dialog module (Flash action script is OOP) and I am wondering whether it is possible to translate the AGS script to a flash action script. This would be must faster than setting up a dialog object from scratch :-P

Is the script for the dialog module available somewhere?
#22
Just wonder what you critics would suggest to improve my walkcycle for a kid on the beach.


What do you think of the style?

All suggestions are more than welcome,
Martijn
#23
I have a game that usdes the flashlight [plugin.
I noticed that when I save the game at a dimmed light level,
after reloading the game, all the lihgt is back at max level.

Is this a know bug? Can I solve it?
#24
For a special puzzle I need a character to move, but not always in the same "loop".

Sometimes I want my chatracter to kove to the right, but shown in the "up" loop.
I can do this with a locked view, but this feature freezes the view in a single frame.
Is the a way to choose the loop of the view, and still have the character animated?
#25
Thanks for helping.
The updateinventory() did the trick.

In fact I was not very clear sting that I wanted to hand over all inv items. Actually I needed a temporary copy of the player character, and therefore also a copy of the inventory.

#26
Thanks a lot for the very elaborate answer.
I have tried your solution, but still I cannot see the inventory.
Is it that I am looking a wrong inventory window or something?

I think I transferred all inventories to cBb11, but yet in the window I see an empty inventory window.

The inventroy window is custom created.

Any suggestions??


here is what I do:

Code: ags

function room_b() {
  // script for Room: Player enters room (before fadein)
  
character[BB11].SetAsPlayer(); 


int i = 1;
while (i < Game.InventoryItemCount) {
     cBb11.InventoryQuantity[i] = cEgo.InventoryQuantity[i] ;
     i++;
}
SetFlashlightDarkness (GetFlashlightMinLightLevel() + 255);

SetMouseCursor(eModeInteract);
#27
I want to hand all the inv items the players has colected over to another character.

I want to do something like:

for i = 0 to cEgo.InventoryItemCount{
Ã,  cSister.InventoryQuantity = cEgo.InventoryQuantity
next i

can this be done??
#28
I have a scriptline:

GetInvName(i,buffer) in a loop.
It is obsolete but by what code can I replace it?
InventoryItem.name cannot work, but what then???

Code: ags

function geefterug(String inv_item){
Ã,  
Ã,  int i ;
Ã,  String buffer;
Ã,  
Ã,  i=1;
Ã,  buffer = "NONE";
Ã,  
Ã,  while (i<14){Ã,  // do loop until inv item is returned or all inv_item slots (until 13) are checked
 
Ã,  Ã,  Ã,  Ã,  
			GetInvName(i,buffer);Ã,  Ã,  Ã,  Ã,  Ã, 		// check if it has the correct name
Ã,  Ã,  Ã,  Ã,  Ã, if (StrComp(inv_item,buffer)==0) {Ã,  Ã,  Ã,  Ã, 	//if so: 
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  if (character[EGO].inv[i] == 0){Ã,  Ã, //and if EGO does not already carry this inv_item
		 AddInventory(i);		//add inv item

		 return i;			//output inv_numer returned
		 i=14;Ã,  Ã,  Ã,  Ã,  Ã,  		//stops while loop
	Ã,  Ã,  }
	 }
Ã,  i++;
Ã,  }
}
#29
Sorry, I should have rnamed this one to SOLVED.

As I mentioned a few replies earlier:
Quote
The problem has been solved already, by myself ! ;-P
It was a gui that I made invisble before room entrance.
I removed this line and now everything works great.

So I did not try the other solutions anymore..
#30
II have a GUI which fills the whole screen (training game, exercise on simulated interface)
yet i want to display Speech, over the GUI.
Is there a way to do this?

Now, all I can manage is to display a message, but then I cannot set the textcolor.

Any suggestions?

Martijn
#31
Strazer,
I can upload the game, ofcourse.
But I am happy to tell you that it won't be necessary.

The problem has been solved already, by myself ! ;-P
It was a gui that I made invisble before room entrance.
I removed this line and now everything works great.
The gui was already invisble from the global script and apparentntly I cannot set a gui to invisble twice in a row...

Anyway, problem is solved, and once the (training) game is finished I'll be happy to share it

thanks a lot for your immediate interest in my little problems.

Martijn
#32
That works great, Thanks.

now I get an error though:

First the error occurred on the change room event.
i removed the cutscen tags, but the problem remained.
then I put the cutscene tags back, and now I get an error as soon as I click the mouse.

In my cutscene I use textoverlay pointers, but fater the cutscen I remove any overlays with

Code: ags


EndCutscene();

if (textoverlay0.Valid) {textoverlay0.Remove();}
if (textoverlay1.Valid) {textoverlay1.Remove();}
if (textoverlay2.Valid) {textoverlay2.Remove();}
if (textoverlay3.Valid) {textoverlay3.Remove();}



Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0043819B ; program pointer is +379, ACI version 2.72.902, gtags (1,3)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------
#33
I have created an intro using the Typeline functions as explained in the archive forum.

Everything works great, but now I want to make a skip intro button.
It is not possible however to click anything, as long as the typeline functions are running.

is there an easy workaround?

a snippet of my intro is shown below:


Code: ags

#sectionstart room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
Ã,  // script for Room: First time player enters room
Ã,  
gSimlektogui.Visible = false;
Ã,  
textoverlay0 = TypeLine("Your nameÃ,  Ã,  : Joanne Philps",10);
Wait(10);
textoverlay1 = TypeLine("Your jobÃ,  : Undercover Agent",20);
Wait(10);
textoverlay2 = TypeLine("Your coverÃ,  Ã, : Maintenance and installation engineer",30);
Wait(10);
textoverlay3 = TypeLine("LocationÃ,  Ã,  : Anton Medical Centre",40);
Wait(30);

textoverlay0.Remove();
textoverlay1.Remove();
textoverlay2.Remove();
textoverlay3.Remove();


any suggestions?


#34
For my simulation game I need a Gui that consists of six similar sections (screensize)
I need each of the sections to change color under certain conditions. So I need to have a function or property like

Gui[2].Textbox[3].BGColorÃ, 

so I can make a setting likeÃ, 
:

If (blue) then Gui[2].Textbox[3].BGColorÃ,  = 9;

Can this be done in AGS?

Thanks in advance for thinking along...,

Martijn
#35
Thanks for the comforting answer considering the copyright question.

The text color setting question was about the display() function.
I have solved it with a Typeline function I found, where I can also set the color of the text.

Thanks a lot for helping!!
#36
Thanks a lot.

I found out that the text looks OK when I use automatic outline, expet when the outline (black) is the same color as the text-color.

EG: When I start the game I have a typeline function, which just calls font number 1, and the text is displayed in black as well. Then the characters become thick and blurry.

Is there a way to change the color of the text? In e.g. a display() function??

P.S. Can I download the TimesRoman and Arial fonts in some easy way??
#37
I have downloaded my own font, but with outlines this font's characters become real thick blurs.

To illustrate the problem with my font I put two screengrabs online on:

www.xs4all.nl/~koops/spacespy/ex1.pcx
and
www.xs4all.nl/~koops/spacespy/ex2.pcx

I am not too familiar with all different types of solutions.
maybe a background, or white speech balloons exist?

Or is there a way to make the outline work??

regards,

Martijn
#38
I am making a game with many dialogs.
Comments from the players of the pilot game are that the text is:
- hard to read
-font is nice but often not clear against the background
-it is not clear who is talking to whom.

I have the dialog options diaplyed in a GUI at the bottom of my swcreen and the text of the oehter characters is displayed on the screen

Can anyone suggest a really neat way of displaying the dialog texts in a very clear way; that is: also clear to people a who are not used to gaming?

Maybe something with text balloons is possible? Or a really neat font exists which can be easily placed near the head of the talking character?


#39
Sorry, sorry sorry. I feel so stupid.
I was convinced that I had created the interactions myself.
In a copy past action from one room to another something must have gone wrong.

I had not thought of the possibility to check it so easily; just look at the interaction window as you explained.

All together, I made a stupid midtake but learned a lesson from it
Unfortunatelyu at cost of your time   :-[

thanks for helping!
#40
Thanks for helping.
The bat file works fine; it is strange though that my AGS v2.72 beta does not create a winsetup file, isn't it?

[EDIT]
I found that I am using a beta release 2.72 beta. In installing this beta I the file setup.dat was not included.
I copied it from 2.71 release now, and the winsetup.exe is now included.

[/EDIT]

But... still the translation does not workÃ,  :(

Am I missing an "allow translations" tag or something?
I cannot figure out what I can be doing wrong.

Can I test my translation file in some way??

[EDIT]
I renamed my translation file, and did a new export.
I compared the line numbers of the new and old translion text file.
The line numbers of the original text (dutch) are identical in both files.
So that proves that I have correctly typed the translions "between the lines".
[/EDIT]

[EDIT]
Translation works partially now. The beginning with typewriter strings is not translated, but that is no real problem. The Typeline function is naturally not translated.
[/EDIT]
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