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Messages - strazer

#1441
I don't think this will work because, if I remember correctly, "Run script" actions are always executed after the interaction editor commands, hence it will save the changed loop number.
#1442
Quote from: Pumaman on Sun 04/04/2004 17:55:48There are a couple of easy things to spot, such as eip +5997 means the MP3 player and eip +379 means a problem drawing the GUI

Seems to be a problem playing an mp3 file. Maybe the file is corrupt.
Do you hear any other sounds?
#1443
How about this:

Code: ags

  // Player enters room (before fadein)

  SetCharacterView(CHARACTERNAME, SLEEPINGVIEW); // set sleeping char to sleeping animation view
  AnimateCharacter(CHARACTERNAME, 0, 0, 1); // animate him contiously using loop 0 of this view

  character[GetPlayerCharacter()].x = 150;
  character[GetPlayerCharacter()].y = 0; // position player at the very top
  SetCharacterView(GetPlayerCharacter(), FALLINGVIEW); // set his view to the falling animation view
  AnimateCharacter(GetPlayerCharacter(), 0, 0, 1); // animate him continously using loop 0 of this view


Code: ags

  // Player enters room (after fadein)

  MoveCharacterBlocking(GetPlayerCharacter(), 150, 100, 1); // move player to middle of room (falling down)
  // at this point the player has landed
  PlaySound(1); // *thud*
  ReleaseCharacterView(GetPlayerCharacter(), NORMALVIEW); // stop animating player
  ReleaseCharacterView(CHARACTERNAME, NORMALVIEW); // stop animating sleeping char (awake)
  // or animate him first waking up using another loop and a blocking AnimateCharacterEx

  Wait(40); // wait 1 second
  DisplaySpeech(CHARACTERNAME, "What's going on?");
  //...
#1444
Yes, I would find this useful.
#1445
You can have up to 1000 rooms, but any numbered >300 will not have their state saved when the player leaves the room. That means, if you return to these rooms, each time it's as if you enter them for the first time.
#1447
Try something like

Code: ags

  while (i > -1) {
    if (dlgnum[dialog].optstate[i] != 0) i--;
    else i = -1;
  }


Edit:

Or, since I reckon you need "i" later on, something like this:

Code: ags

  int break = 0;
  while ((i > -1) && (break == 0) {
    if (dlgnum[dialog].optstate[i] != 0) i--;
    else break = 1;
  }
#1448
You're welcome. :)

Btw, instead of

Code: ags

inventory[game.inv_activated]


you could also use

Code: ags

InventoryItem.GetAtScreenXY(mouse.x, mouse.y)


The difference between the two resp. the reason for game.inv_activated is not entirely clear to me. The manual states it's useful for the unhandled_event function so my guess is you shouldn't use GetAtScreenXY(mouse.x, mouse.y) in there since the game could have advanced some game loops until unhandled_event is called and the mouse coordinates would not be accurate anymore.
#1450
AGS Games in Production / Re: Hero Theorem
Tue 05/04/2005 19:27:15
No, the size is ok, maybe it could even be a bit bigger. What I mean is the main body and tires seem small, while the windows are rather large.
#1451
AGS Games in Production / Re: Hero Theorem
Tue 05/04/2005 18:10:33
Quotetrylle: Not really - I'm a little color blind, so miscolorings will happen a lot throughout the game.

Haha, and I always thought it was just part of your style. :)
While a nice individual touch, I have to admit the excessive greenness bothers me a little...

Edit:

And I think the proportions of the car look a bit weird. Otherwise the game looks great, as always. Keep it up!
#1452
QuoteI want a left click on any inventory item to pick it up...a right click to look at it, and a right click after an item has been picked up to go back to the regular mouse (ie drop it back in inv)

How about this:

Check "Handle inventory clicks in script" in General settings, then:

Code: ags

function on_mouse_click(MouseButton button) {

  if (IsGamePaused() == true) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode);
  }
  else if (button == eMouseLeftInv) { // left click on an inventory item
    player.ActiveInventory = inventory[game.inv_activated]; // equip player with item
  }
  else if (button == eMouseRightInv) { // right click on an inventory item
    ProcessClick(mouse.x, mouse.y, eModeLook); // look at inv item
  }
  else { // normal right-click
    player.ActiveInventory = null; // unequip player
    mouse.SelectNextMode();
  }

}


Is that what you're looking for?
#1453
Quote from: Pumaman on Sun 21/11/2004 16:35:31I'm not sure exactly what Windows CE supports and what it doesn't.

AGS games should run on tablet PC's / Windows XP Embedded so long as it supports DirectX -- but I don't think that WinCE supports enough features to make it possible.

Of course, as LostTraveller says, Allegro would need to be ported first.
#1454
Next time, just ask a Beginner's Forum moderator to move it here.
#1455
You draw the picture in a paint program, save the picture to disk in a format AGS understands (bmp, pcx, png, gif, tga), go to the Sprite manager pane in AGS, click the right mouse button on a white area, choose "Import new sprite..." -> "Import from file...".

See manual (F1 key): Tutorial -> Setting up the game -> Importing your own sprite graphics
#1458
Quote from: Dan2552 on Mon 04/04/2005 20:13:27how do you find out the version of wine you have?

Just open a terminal and type

Code: ags

wine --version


Quote from: Dan2552 on Mon 04/04/2005 20:13:27and where exactly do i put this config file

The config file's original filename is just "config" and it resides in the user's home directory under ".wine", so "~/.wine/config". If you have WINE installed, there should already be one there. Remember to back it up first!
And you obviously have to modify my config file to the correct paths and mount points for your system.
#1459
The plugin API is explained here.
I don't think it's a trivial task and you'll have to have some programming experience.
I'm no programmer so I can't help you there. Maybe some plugin authors care to chime in?
#1460
Joystick control is not directly possible at the moment. I think there are some programs out there that can translate joystick movements to keyboard keys. Try your favorite search engine.

And as CJ said, it won't be natively supported. I guess in theory someone could write a plugin.
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