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Topics - strazer

#41
Hi!

I've made a custom GUI containing a few buttons and the inventory at the lower part of the screen. "When interface disabled" is set to "GUIs grey out".

1.) Now, after a dialog ends (stop command), the GUI stays (visibly) grey until the mouse is moved over a char/obj/hotspot or gui.

2.) Is it possible to have the inventory items greyed out as well?

3.) In dialogs, the mouse cursor switches from the wait cursor to the talk (resp. previous) cursor for a split second before dialog options are presented.
That happens both with and without "Dialog options presented on GUI x".

Thanks.  :)
#42
I have removed almost all blocking calls from my game, but now I have a small problem with hotspots:

I have turned off "Walk to hotspot in Look mode", but a click in any other mode still moves the player to the hotspot with a blocking command...

Is it possible to include options to turn that behavior off for all other modes as well?

Thank you
Chris
#43
When I first discovered AGS I was surprised how easy it is to save and restore a game.
Are all current values stored "manually" or is it just a memory dump?

The reason I ask is because, how do I know savegames from an older version of my game won't work with a revised version (other than testing :) )?
Is there anything in particular you should avoid doing?
#44
Hi!

I don't think this is supposed to be this way:

@S  // dialog startup entry point
player: Hi there!
lou: What do you want?


If the player skips the last line via mouseclick, Lou gets locked into the talking frame that was showing at that moment (mouth open most of the time :-\ ) until the player selects an option from the dialog option list. Then it reverts to normal as it should be. All options work fine.

return
@1  // option 1
//...


Any suggestions?
#45
Hi!

There is a spelling error in the help file of AGS v2.60.450:

The script example for SaveScreenShot states SrtCat instead of StrCat.

Minor, I know, but I'm doing everything I can to help make AGS perfect. :)
Chris
#46
Hi!

Seeing how it is possible to crossfade music (which uses channel 0), would it be a big problem to implement the same thing for ambience (channel 1)?
If I didn't use music, I could of course use the music channel.
I realize it would probably slow down quite a bit if the engine had to decode 4 files simultaneously. Still.

Thank you
Chris
#47
Hi!

1.) Moved to technical forum (Crossfade ambience)

2.) I can't get the blinking view to work. I assigned the correct view (8) to my player character and the animation is correct when testing it with talking for example.
I put
SetCharacterBlinkView(EGO,8,2*40);
in the game_start function.
Yet my character never blinks. Am I missing something?

Thanks
Chris
#48
Hi!

Couple of things I noticed regarding the editor interface:

1.) If I want to (Start a new game/Load an existing game/Load a recently edited game), how do I get the "Welcome to AGS!" start screen back? There's no "New game" entry in the "File" menu.

2.) When I finish minimizing, maximizing or resizing a script window, it jumps to the cursor position, not the position I left off reading.

3.) Does the help file have to be "always on top"?

4.) When I minimize a (normal or maximized) script window, then close it via context menu in the task bar, then open it again, it stays minimized in the task bar and can't be restored, only maximized via the context menu.

I'm using AGS v2.60 (Build 2.60.450) on Win2k/SP4.

And a few other things:

5.) Is there a simple non-blocking alternative to MoveCharacterToObject ? I'd like to be able to cancel/override for example a pickup command.
I took a look at Proskritos MI2 template but couldn't locate the part in the code that does it. I would be grateful for a few hints.

6.) Is it possible to assign different walkable areas to different characters? Think of mouse that can run underneath a table while other characters can't.

Thanks a lot!
Chris
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