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Messages - strazer

#1621
General Discussion / Re: AGSers World Map?
Wed 02/03/2005 06:14:37
Excellent idea, Kairus. If everything is vector-based, the file size could be very small.
I would rather have a Flash applet if possible.
#1622
Oops, I meant Ashen of course. Sorry. :)
#1623
What you're doing sounds overly complicated.

You do know that you can have more than one of the same inventory item?

Depending on what you want to do exactly, also consider using arrays.
#1624
Gilbert, just a note to say that you can use the game.room_width and game.room_height variables so users don't have to manually enter the ROOMWIDTH and ROOMHEIGHT values.
#1625
Quote
* Enum variables can now be initialized using the enum options.

Hm, I have this in a script module header:

Code: ags

enum enum_doorstatus {
	eDoorOpen, 
	eDoorClosed, 
	eDoorLocked
};


and this on top of room 1:

Code: ags
enum_doorstatus door1status = eDoorClosed;


It says:

Quote
'Room 1' script
Error (line3): Expected ',' or ';', not 'eDoorClosed'
#1626
If you compare the subject lines, it looks like two topics have been merged.
#1627
Yes, they're the ones you can define in the "Global messages" pane of the editor.

With the interaction editor command "Game - Display a message", you can display global messages (500-999) as well as room messages (0-499).

You can edit room messages via "Room editor" -> "Settings" -> "abc" button. Each room can have different messages 0-499.
#1628
Ah, right, I was thinking of popup modal GUIs.

As for not pausing the game while dialog options are displayed, there's a tracker entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=496
#1629
Only messages from 500 up are global messages.
Messages 0 to 499 are room messages, so there's likely no message defined for the current room.

So for global messages, only use messages 500 and up.
#1630
Are you sure it's not because of a
  if (IsGamePaused() == 0) {
in there?
#1631
You can't do it directly by default.

What you can do is set a GlobalInt to 1, and in the room's "Player enters screen (before fadein)" interaction, check if the GlobalInt is 1, then turn the object on.

Code: ags

  // script for interaction that should turn the object on
  SetGlobalInt(28, 1);


Code: ags

  // script for room: Player enters screen (before fadein)

  if (GetGlobalInt(28) == 1) ObjectOn(THEOBJECTNUMBER);


There's also the OtherRoom script module or plugin.

Is this in the BFAQ?
#1632
AGS Beginners FAQ

Edit: Updated link
#1633
mamarulez:
The MoveCharacterPath commands buffer the walking commands, they are not blocking, therefore your suggestion won't work.

YotamElal:
Each time the character finishes a path, he is still considered moving.
When a character is moving, for performance reasons the pathfinder can give slightly inaccurate results for the character's coordinates, so it may not be possible to do it your way.

Try this:

Code: ags

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

  if (character[FRA].walking == 0) {

    if (character[FRA].x == 163 && character[FRA].y == 210) {
      DisplaySpeech(FRA, "Finished 1st path.");
      MoveCharacter(FRA, 229, 219);
    }
    else if (character[FRA].x == 229 && character[FRA].y == 219) {
      DisplaySpeech(FRA, "Finished 2nd path.");
      MoveCharacter(FRA, 167, 234);
    }
    else if (character[FRA].x == 167 && character[FRA].y == 234) {
      DisplaySpeech(FRA, "Finished 3rd path.");
      MoveCharacter(FRA, 167, 216);
    }
    else if (character[FRA].x == 167 && character[FRA].y == 216) {
      DisplaySpeech(FRA, "Finished 4th path.");
      MoveCharacter(FRA, 121, 207);
    }
    else if (character[FRA].x == 121 && character[FRA].y == 207) {
      DisplaySpeech(FRA, "Finished 5th path.");
      MoveCharacter(FRA, 121, 236);
    }
    else {
      DisplaySpeech(FRA, "Finished last path / Starting.");
      MoveCharacter(FRA, 163, 210);
    }

  }

}


Edit: Fixed DisplaySpeech command.
#1634
Character.x and .y are room coordinates, not screen coordinates.
To check if a character is at a certain position on the screen, do:

Code: ags

  if ((character[CHARID].x - GetViewportX() == THEXCOORD) && (character[CHARID].x - GetViewportY() == THEYCOORD) {
    // do stuff
  }


If you're referring to his position in the room, remove GetViewportX/Y.
#1635
I love Doom, I use the excellent jDoom (available for Windows, Linux and Mac) with jDRP 3D models and jDTP high-resolution textures.
jDRP v1.1 is currently in development, and the new 3D models simply rock, very true to the original sprites.
Check this out (Yes, that blue vial is 3D!):






I've drastically reduced the image quality for posting here, but trust me they look awesome!

jDRP v1.2 will have all-new 3D monster models. Can't wait!

JDR 1.1 Preview and Comparison pictures
#1636
Although the name doesn't imply it, @OVERHOTSPOT@ works with objects and characters as well.
#1637
Looks like you're missing parts of the archives. Be sure to download all segments from the official website.



This board is for AGS-specific technical questions only.

Please post questions regarding a particular game to its thread in the Completed Games board.
For "Fortress of Wonders", it's this one.

To find a game's thread, use the forum search feature.

Thank you.
#1638
Sound effects are compiled into the exe, only music and speech files are in seperate vox files.

AGS Beginners FAQ

Be sure you're using uncompressed, PCM wave files.
#1639
Would it be possible for the autocomplete feature to display custom enums according to the order they were written in the enum definition instead of alphabetically?
I like to group them according to what is used most often.

Edit:

Also, it would be nice if we could do this with global/room variables:

enum_doorstatus door1status = eDoorClosed;

instead of having to provide a number.

Edit 2:

The manual entry for Character.Walk still refers to the character[charid].walking variable.
And for the example, it says the script would not continue until the character has reached his destination. Isn't the default eNoBlock now?
#1640
Quote from: CJ
Hmm yeah, EIP -189 is the free disk space check, which is done before any of the game scripts are loaded

Do you have enough free disk space?

If you do:

Quote from: CJ
Changes from AGS v2.7 Beta 7 to Beta 8:
* Possibly fixed EIP=-189 error happening on some systems.

Try the latest beta.
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