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Messages - strazer

#1101
Beginners Technical Questions
Help with using the AGS Editor, and very basic scripting questions.

--

http://www.juncmodule.com/downloads.php

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=5644
#1102
Yes, but please let them try anyway so Chris can at least determine the cause of the problem.
#1103
Yes, I thought about using the system.os variable, but you'll never know what other interpreters will be available in the future or if they can play videos or not so I think making it depend on whether the video file is there or not is the best, safest option currently.
#1104
Quote from: GarageGothic on Tue 28/06/2005 15:21:04Perhaps you could make a still frame version of the movie for the Linux release, like in the disk version of GK1, for a smaller file size.

Agreed.
Since an avi video has to be a seperate file anyway, you could do something like this:

Code: ags

File *thevideo = File.Open("intro.avi", eFileRead); // try to open intro video
if (thevideo != null) { // if intro video is there
  thevideo.Close(); // close the file
  PlayVideo("intro.avi", 1, 0);
}
else { // if intro video is missing
  Display("Once upon a time...");
  //etc.
}


So Linux users such as myself could simply delete/rename the video and be presented with a narration or something instead.
#1105
Quote from: Kinoko on Wed 29/06/2005 13:38:40Not only that, but they turn on at points that are about 50-100 pixels away from wherever they turn off. the strangest thing is that it seems random, but only a little random.

While characters are moving, their coordinates are not very accurate.

GetWalkableAreaAt expects screen coordinates while character coordinates are room coordinates. If you have a scrolling room, you may have to substract GetViewportX and GetViewportY from the player coordinates.

Edit: add => substract
#1106
Doesn't work for me either (v2.71 Beta 2). Unless someone has any other ideas, I think this should be reported to CJ.
#1107
What's the code you use to have the character face the mouse position?
#1108
Quote from: Pelican on Tue 28/06/2005 23:10:31I switched the game settings from full screen to windowed (or maybe vice versa), and it sorted it.

Of course, if you play the game windowed, its resolution gets mapped to the physical pixels if your desktop resolution is set to the TFT's native resolution. At best you could also upscale the game resolution via the game setup to enlarge the window, but personally, I want to play all my games fullscreen.

I wonder if the interpolation quality increases notably on TFTs with higher native resolutions like 1600x1200 or something.
#1109
Quote from: Pumaman on Sun 26/06/2005 11:14:40
Can I just confirm then, as far as I am aware I am now just picking up two people from Stansted:
strazer, flight arrives 9:25, will aim to pick you up about 10:00 to allow time for baggage reclaim etc

Ok, cool.

1. No tent
3. No chairs
6. Vegetarian
7. My girlfriend arrives Monday morning and we'll stay in London until Wednesday evening

Edit: Meaning I'll be at the campsite for 3 nights.
#1110
I think there's no interaction editor action for moving NPCs to specific coordinates, only the player character. So you have to use script:

Instead of "Move NPC to a different room", choose the "Run script" action, click the "Edit script..." button and enter:

For AGS v2.62:
Code: ags

  NewRoomNPC(FBICAR, 9, 20, 110); // or whatever coordinates you want


For AGS v2.7:
Code: ags

  cFbicar.ChangeRoom(9, 20, 110);
#1112
How did you fix it?
#1113
AGS v2.7:

Code: ags

  Character *prevchar = player; // save current player character
  cSomeguy.SetAsPlayer(); // make SOMEGUY the player character
  cSomeguy.Walk(150, 100, eBlock, eAnywhere); // have SOMEGUY walk to the middle of the room
  prevchar.SetAsPlayer(); // after SOMEGUY has arrived, revert to previous player character
#1114
Put
  game.skip_speech_specific_key = 27; // ESC
in the game_start function.
#1115
That's correct.
TFTs have a native resolution, a fixed number of pixels (1280x1024 in your case). Any other resolution has to be interpolated and might be slightly blurry if it can't be cleanly upscaled to the native resolution as you described. Nothing you can do about it, I'm afraid.

I haven't seen it myself and I'm curious, how bad is it?
#1116
Quotecharacter[CHARID].TurnBeforeWalking = 0; is the 2.7 usage

Yes, in AGS v2.62 you have to use the SetCharacterProperty function to change it for specific characters.
#1117
These are the base colors:

None = 0
DarkBlue = 1
DarkGreen = 2
DarkCyan = 3
DarkRed = 4
DarkPurple = 5
DarkYellow = 6
Gray = 7
DarkGray = 8
Blue = 9
Green = 10
Cyan = 11
Red = 12
Purple = 13
Yellow = 14
White = 15
Black = 16
#1118
Here's a Sprite Jam entry by big brother, maybe it helps:

#1119
Check out the SetGameOption function (OPT_TURNBEFOREWALK) and the Character.TurnBeforeWalking property.
#1120
The easiest way would be to make that character the player character temporarily, then switch back to the default player character.
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