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Messages - strazer

#1401
QuoteI expanded the pixels evenly just on the arm reach frame, and then used the Align script.

If you expanded both sides of the sprites you don't need to align the animation. It's centered by default so a simple SetCharacterView/LockView should suffice.
You only need to align the view if you DON'T expand the sprites.

It's easier the first way because if you need to align the view, you would have to check which way he's facing and align the view accordingly.
If you simply expand the sprites, you don't need to align the view at all.
#1402
I think that has nothing to do with whether it's a define or an int, but you can't have two = in there.
You either do
  a = a + 2;
or
  a += 2;
not
  a = a += 2;
#1403
Yes, that's the recommended way to do it.
Since by default sprites are centered on the character, make sure you add equal space to both sides of the sprite.
See Khrismuc's example: He wants the character to stretch out his arm, so he adds some pixels to the right side of the sprite where the arm will be, but he also adds the equal amount of pixels to the left side.
#1404
It's

Code: ags

#define rate_trans 2


What it actually does is replacing the word "rate_trans" with the stuff after the word when the game is compiled, so your line was probably made to this:

Code: ags

aobj_trans[loop] = aobj_trans[loop] + = 2;
#1405
QuoteI think room variables are only declared when the room loads. In this case, they'd also be reset to 2 everytime.

In my experience, room variables are initialized to the specified values the first time you enter the room. If you change a room variable's value in a script later on, that value will still be there when you re-enter the room.
#1406
QuoteWith the dlgUnit struct in the header file and the dlgStruct struct in the global script it works just fine.

Hm, interesting. I thought they wouldn't work at all:

Quote from: Pumaman on Mon 28/02/2005 21:23:33structs inside structs are not currently supported.
#1407
I don't think that's a bug. That behaviour seems perfectly reasonable to me.
#1408
When using the special "narrator" character in dialog scripts to pop up a message box, the mouse cursor used to initiate the dialog is being displayed.
Shouldn't it be hidden or at least be the Wait or Pointer cursor?

Edit:

Manual -> Tutorial -> Advanced room features -> Character scaling: "The scaling settings effect all CHARACTERS in the game, but not objects."

Edit 2:

According to the manual, UpdateInventory only affects the player's inventory. Since we can now use InvWindows with other characters, shouldn't each InvWindow control have some kind of Update function too?
#1409
Quote
struct dlgStruct {
  dlgUnit opt[30];
};

Structs within structs aren't supported anyway, so that pointer won't help you there.

How about something like this:

Code: ags


#define NUMTOPICS 500
#define NUMOPTIONS 30

struct dlgUnit {
  char text[200];
  short state;
};

dlgUnit dlg[15000]; // 2d array: NUMTOPICS * NUMOPTIONS
int dlgOptOnLabel[7];

dlgOptOnLabel[0] = (39 * NUMOPTIONS) + 24; // position of option in 2d array

dlg[ dlgOptOnLabel[0] ].state = -1;


Of course, you better put some of this in custom functions so it's more intuitive to use.
#1410
Beginners' Technical Questions / Re: Inventory
Tue 12/04/2005 04:01:53
The default size for inventory item slots it 40x22 pixels. If your inventory control is smaller than that, the inventory items won't display.
So either resize the inventory control or change the size of the slots using the SetInvDimensions function in the game_start function.
#1411
QuoteThe problem is, I either need a pointer to a custom struct type, or I have to make duplicate copies of the same data.

Can you describe in more detail what you need that pointer for?
#1412
They are developing a game called "GIGA Mansion", using the Monkey Island-style GUI by LucasFan.
They talked about importing sprites, setting up views and showed how to position characters, draw walkable areas, draw walkbehinds and how to make simple puzzles like picking up and using a paper clip to open a locked door. Nothing special.
Bad: The AGS editor crashed on-air. :(
Next week they're going to show more of the game itself.

Edit: Spelling
#1413
Advanced Technical Forum / Re: sin(x)
Mon 11/04/2005 17:58:45
That's why I have edited the first post. I will move these threads back to the technical forum once v2.7 is final.
#1414
QuoteI want it to appear on the top of the screen with a picture of them on the left-top and what their saying in a box next to it.

That's what "Sierra-style" resp. "Sierra-style with background" do.
#1415
In order not to bump the other, older thread:

Quote from: Pumaman on Fri 06/08/2004 22:03:02
QuoteIf I place 'addinventory' and 'newroom' one after the other in a script, then on_event only gets called for the newroom event. A warning might be in order.
Same thing with two consecutive 'addinventory's.

Yeah - I'm thinking about adding some sort of  on_event_always  to deal with this. A warning wouldn't go amiss, though.

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=521

(How about that warning?)
#1416
Glad I could help. :)
#1417
Damn, I've missed it. Rerun in 45 minutes.

Edit:

NOW!
#1418
Quoteif you don't have the test game problem but have some spare time, would you mind just trying it out and making sure it doens't suddenly break things for you.

Nope, everything works fine here, just as before.
#1419
In general, problems with specific games should be reported to the game author.

But obviously AGS shouldn't crash like that. Unfortunately, without having the game's source code, it's rather hard to pinpoint where the problem could be.
We had a few reports about program pointer +200 (namely here, here, here, here and here) but the users haven't reported back.
#1420
If I remember correctly, when a character is outside the screen, his speech overlay will be aligned to the screen edge he is closest to. It doesn't matter if he is big or small, he just has to be completely outside the visible screen area.
Try setting his y-coordinate to 1000 or something.
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