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Messages - strazer

#1361
QuoteYou obviously deleted the standard GUI but you still have the InventoryScreen function in your script... Either remove that function or reimport the standard GUI you deleted.

The InventoryScreen function pops up the built-in inventory gui. You can't delete that. The GUI that is present in the GUI pane of the editor looks like the built-in one, but is just a template to create your own.

As TK says, reimport sprites 1, 4, 2041, 2042 and 2043 or change existing ones to these numbers via right-click "Change sprite number..." in the Sprite manager.
#1362
In that case, since someone might rely on GUI controls still being clickable when disabled, how about a GUIControl.Clickable property?
#1363
If you place a button on an InvWindow and that button is in front of it (z-order-wise), you can't click on inv items anymore, as it should be. However, the button is drawn behind the inventory items.
Likewise, if the button is behind the InvWindow, you can click the inv items but the button is drawn in front of the items.

I'm displaying an indicator behind the currently activated item, so it would be nice if that behaviour could be fixed/reversed.
#1364
QuoteRick, Dosbox might be ok for running some old AGS DOS games or roomedit, but it's primarily designed for games, I can't see it running windows software.

Unless the game uses plugins, you should be able to run Windows-compiled AGS games with the DOS engine.
Or are we talking about the editor?
#1365
Thanks for letting me know. Glad I could help. :)
#1366
Nope, that's not it.

Edit:

The expressions are still both evaluated.

But in general, it is indeed good practice to surround combined expressions with their own braces:

if ( (What.GetProperty("InvItem") >= 0) && (player.InventoryQuantity[What.GetProperty("InvItem")] > 0) ) {
#1367
For small videos, I would recommend using MPEG-1 actually, since that codec is included in Windows by default, so the user won't have to have any special codec installed.

But for larger videos, I think DivX or XviD are the most common. Just be sure to let the user know (in your game manual) that he has to have that codec installed.
#1368
Neat! Thanks for the tip!
#1369
In the General settings pane, there's a checkbox called "Resource split every Mb:".
Check that and enter how many megabytes each part should have (16 for example, if your exe is big enough. This way, the users won't get suspicious based on the video's larger file size). Save your game, then rename your video so it looks like the last of the resource files.
#1370
How about this:

Code: ags

  bool success;

  if (What.GetProperty("InvItem") >= 0)
    if (player.InventoryQuantity[What.GetProperty("InvItem")] > 0)
      success = true;

  if (success == true) {
    // success!
  }
  else {
    // display message saying that you can't do it
  }
#1371
What you could do is enable the resource splitting and hide the videos among those files:

game.exe
game.001
game.002
game.003 <- This is the video file
#1372
General Discussion / Re: How do you open a ...
Tue 19/04/2005 00:02:38
Use WinRAR, for example.

Edit:

Or try the free FilZip. I used that back when I ran Windows and liked it very much.
#1373
Yeah, or an FLC file or making a wide room background consisting of all frames side-by-side, then setting the viewport with a while loop:

Code: ags

// room script file

int bgframe;


function room_a() {
  // script for room: Repeatedly execute

  //...

  SetViewport(system.viewport_width*(bgframe/3), 0); // the /3 is just to slow it down
  bgframe++;
//if (bgframe > 30) bgframe = 0; // loop video

  //...

}
#1374
QuoteLike, a screen with a small hole - zoom in the hole and go to the other screen behind.

Sounds like this could be achieved using the RawDrawImageResized function (but probably wouldn't look so nice since it's not smoothed).
#1375
Code: ags

int MarriedTo[150];


Code: ags

  MarriedTo[BILL] = BETTY;


;)
#1376
Code: ags

Character *MarriedTo[AGS_MAX_CHARACTERS];


Code: ags

  MarriedTo[cBill.ID] = cBetty;
#1377
1) http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=187

2) http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=491

Edit:

Oh, sorry, 2) refers to Walkable areas, not walkbehinds.
Could you elaborate what effect you're trying to achieve so maybe we can suggest a workaround?
#1378
I see. Well, the script isn't paused when you start a timer, therefore everything after your SetTimer command was executed immediately. Of course, at that point the timer had no chance to expire yet, therefore your code didn't work.
If you just want the script to pause for a moment, use the Wait command. But your game will be blocked at that point.
If you use timers, your game won't block but you have to check manually in rep_ex if the timer has expired, then execute the code you want to happen after the time has elapsed.
Just FYI. ;)

Anyway, glad it works now. :)
#1379
QuoteActually, I figured out what all was wrong.

Care to tell us what was wrong?

As for the quit screen, in addition to the GUI a control was clicked on, you also have to check which control it was, hence your interface_click function should look something like this:

Code: ags

function interface_click(int interface, int control) {

  if (interface == YOURGUI) { // if any control on that GUI was clicked
    if (control == 2) { // if control no. 2 was clicked (quit button)
      QuitGame(0); // quit game without asking
    }
  }

}


Note I have used "control" as the variable name instead of the default "button" since I like that term better.

And please, if you have basic questions such as this that are not directly related to the subject of the thread, please open a new thread in the Beginner's Forum instead of posting to the sticky threads. Thanks.
#1380
Manual: Tutorial -> Setting up the game -> Inventory -> 3rd to last paragraph.
(INVSHR) should do the trick.
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