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Messages - strazer

#1041
Quote from: Ashera on Fri 22/07/2005 22:07:59I'm not using extended characters that I know of.

No Ã,,, Ö, Ü or ' or ` (instead of ' )?
#1042
Surely you know how to change rooms (Character.ChangeRoom / NewRoom) and now you know the number of the room the character was in previously in (Character.PreviousRoom / character[].prevroom), so just do
  player.ChangeRoom(player.PreviousRoom);
#1043
No, put it in the "Player enters screen (before fadein)" interaction of the room ("i" button -> "Player enters..." -> "Run script" -> "Edit script...").
#1044
Quote from: WackyWildCard on Thu 21/07/2005 20:35:05I just would like to know when your next Demo Game will be made available;

The most recent beta can be found here.
#1045
Quote from: Pumaman on Mon 07/02/2005 20:51:48Because all the new OO properties start with a capital letter. So your question might be, why aren't the character x and y capitalised. The reason for that is that changing it would require people to rework tons and tons of code, for no real advantage.
#1046
Same principle as the speech view, it is played once when character thinks using the Character.Think function (or DisplayThought in AGS v2.62).
#1047
Quote from: TheBrat499 on Wed 20/07/2005 10:33:17i know its strange because its .jpg but i didnt save .fla file!

here it is anyway

EDIT: Why wont it work

"The image “http://www.2dadventure.com/ags/cool.jpg” cannot be displayed, because it contains errors."
#1048
Cool. Glad I could help. :)
#1049
(I was typing while Gilbert replied, but I think my post clarifies point 3 a bit, so here it is:)

The Character.SayBackground function returns a pointer to the text overlay that is hovering over the character's head. You can check if this overlay is still valid to find out if the speech has timed out.

If I understand you correctly, you might want to try something like this:

Code: ags

Overlay *theoverlay; // define speech overlay pointer

function room_a() {
  // script for room: Player enters screen (after fadein)

  theoverlay = cMan.SayBackground("Blahblah."); // display speech in background and assign it to the speech overlay pointer

}

function room_b() {
  // script for room: repeatedly_execute

  if (theoverlay != null) { // if speech pointer has been assigned (if MAN is speaking)
    if (theoverlay.Valid == false) { // if speech has timed out

      cMan.Say("Yo, you there!");

      theoverlay = null; // reset speech overlay pointer
    }
  }

}


Haven't tested it...
#1050
The Object.X and .Y properties have to be uppercase. ;)
#1051
Which of the two suggested solutions are you using?

If you use largopredator's overlay, doesn't
  RemoveOverlay(Over);
work?
#1052
Quote from: monkey_05_06 on Tue 19/07/2005 06:08:14I think while you're working on it you should make [Strings] capable of being implemented in structs.  That would be nice.

I second that.

And a small thing:
Is there a reason why the room interactions are called "Player enters screen (before fadein)" and so on?
I imagine it would be a little less confusing for beginners if these would be called "Player enters room (before fadein)".
#1053
Quote from: Lazarus on Wed 20/07/2005 19:14:26In this main room I have setup for exit number 1 (a hotspot) to become enabled when an inventory item is used and a dialog is run.

Since hotspots are enabled by default, you had to disable it first, right?
If you do this in the "Player enters screen" interaction, of course it will be disabled again when you re-enter the room.
Try putting this code/interaction editor command into the "Player enters screen for the first time" interaction of the room.
#1054
Quotebut other times a get a sand dial icon and the charcter automatically leaves the room.

This doesn't happen by itself, there must be some piece of code or interaction that triggers this.
Is there maybe a region or walkable area between your character and the guard that makes the player leave the room when walked upon?
Or is there anything defined for the room edges (Room editor -> Settings -> "i" button -> "Player walks off top/left/right/bottom edge")? If so, are the edges set up correctly (the yellow lines in the room editor)?

And what room does you player character go to when he leaves?
Check the room script (Room editor -> "{}" button) and the global script for any "NewRoom" or ".ChangeRoom" function calls with this room's number in it.
#1055
Quote from: guybrush on Tue 19/07/2005 19:52:05Yes, I've used mp3 and ogg files for music.

Since mp3 and ogg are compressed already, zipping doesn't do much to them and the final zip file will roughly increase by the file size of each of these music tracks.

Quote from: guybrush on Tue 19/07/2005 19:52:05I hope ziping it will also help.

Absolutely. Because sprites are stored uncompressed, the game itself can be compressed a lot with zip and the like.
Why don't you just try and zip up your Compiled folder and see how much it goes down?

Quote from: guybrush on Tue 19/07/2005 19:52:05Is that really THAT much..?

Not really, but as Ishmael said, AGS v2.7 and below store the sprites uncompressed for performance reasons so the game size can grow a lot pretty fast.

Quote from: guybrush on Tue 19/07/2005 19:52:05Will "Rebuild all room files" files do something good?

No, this command just recompiles (opens and saves) all of your rooms, it doesn't do anything to the graphics.
#1056
QuoteHis Script-o-name is MARK

Just to clarify: That is his script name, his script-o-name would be cMark.

Now, I guess the speech view is only shown when the character actually speaks, so you will have to change his normal view to a cell phone-holding one as well before the dialog, then revert back to the old one after the dialog.

So for the interaction that starts the dialog, add a "Run script" action, then enter:
Code: ags

  cMark.ChangeView(MARKCELLPHONEA); // or whatever the view's name is
  cMark.SpeechView = MARKCELLPHONEB; // so you don't have to do it in the dialog script
  RunDialog(42); // start the dialog


Close and save, then add another "Run script" action directly after this and enter:
Code: ags

  // this code will be executed after the dialog ends:
  cMark.ChangeView(MARKNORMAL);
  cMark.SpeechView = MARKSPEECH;


You have to split the code like this because RunDialog commands are always executed last in a script.
#1057
Maybe this thread in the Tech Archive helps?
#1058
Yeah, after all, all the multimedia functions would have to be changed to accept file names instead of numbers which is a lot of work for relatively little gain in my opinion.

What I do is set up enums in the main script header like this:

Code: ags

// Main header script

enum Game_SoundEffects { // arbitrary name
  eSoundBirdChirpLow = 41, // arbitrary names
  eSoundSuccess = 20
  //...
};

enum Game_Music {
  eMusicEerie = 3
  //...
};


I can then use them like this:

Code: ags

  PlaySound(eSoundSuccess);
  PlayMusic(eMusicEerie);


You can name your enums whatever you want but I like to prefix them with "eSound", "eMusic" and so on so they are consistent with the AGS enum naming scheme and they are less likely to conflict with reserved (variable) names and so the auto-complete pops them all up when I begin typing "eso..." etc.

The same works great for GlobalInts as well.

(The media manager thread is here, btw.)
#1060
The latest beta has experimental new string handling so you can do
  String mystr;
  mystr = "this is some text";
and also
  String str2 = mystr;
I think.

Or do you mean something else?
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