Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - strazer

#1761
QuoteThis would be nice, but is work-aroundable

Right. Scratch that.
#1762
QuotePerhaps if warnings are generated the status bar could say so after the compile finished, and then there could be a "View Warnings" option on the File menu or something to see them.

And/or clicking the status bar could show them as well.

QuoteIs there anything that you guys is particularly important that should be added before 2.7 goes Final?

I think being able to have repeatedly_execute, game_start, on_event, on_key_press, etc. in modules is pretty important. It would make their inclusion more user-friendly.

Edit:

Moreover (Sorry, couldn't resist ;) ):

Rename "No interaction" checkbox
See my comment in there.

LECTalkView + SierraTalkView
I think we should decide on an approach now. Unfortunately, I have no idea what the best way would be.

Import/Export single GUI
I didn't see a practical use for this before, but now that modules are implemented, I agree with SSH that this would be pretty handy.

RunDialogOption(topic, option)
Until more customizable dialog option GUIs are possible, this would make workarounds more flexible. See my comment in there.


Display room info on "Areas" pane
Should be an easy one and results in one less tracker entry.

And do you plan to update the text script equivalent codes for interaction editor commands to the new oo-system?
#1763
QuoteWhatever items you pick up appear as the last one in the row.

It would be neat if there was an optional parameter for Character.AddInventory (AGS v2.7) to specify the position of the inv item.
#1764
It's not possible at the moment. See tracker entries

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=276
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=266

You could work around it by using two button controls for example, turning them on/off alternately (will be easier with the Visible property of AGS v2.7).
#1765
Since you don't need sound anyway, have you considered using FLC instead?
#1766
It has to look like this

Code: ags

function game_start() {
  SetCharacterBaseline(SHADOW, player.y-1);
}


I think Goot wants to make sure the shadow is always drawn behind the player character. I don't think it will work this way since the baseline isn't updated when the player character moves.
The front/behind drawing can be controlled using the FollowCharacterEx function directly. Just set the "eagerness" parameter to 1. Check the manual for FollowCharacterEx.
#1767
QuoteI have this script that says DisplaySpeech(HIST " &1 test test test test.");

I guess you forgot to add the comma when posting here?

DisplaySpeech(HIST, " &1 test test test test.");

And before anyone asks, there's a tracker for xxx001.xxx-style file names: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=139
#1768
Quote from: Pumaman on Sat 22/01/2005 11:50:18The "address too high" message you're getting indicates that an assumption I made when coding the feature was wrong, and so script modules won't work on all computers. Therefore, I'll re-code that bit for the next beta.

Thanks, works perfectly now.
#1769
Please don't cross-post.

Continue the discussion here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18853
#1771
I've found this:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17341.msg213506#msg213506

Could this be related?
The bug has been fixed since AGS v2.7 Beta 5. Have you tried that?

What kind of cutscene is it and how do you load the game back?
#1772
QuoteBy the way, it would be ultimately useful if we could declare event handler functions within script modules (i.e. repeatedly_execute, game_start, on_event, on_key_press, etc.)

Yes, that would be nice.
#1773
It sounds like the game is using a refresh rate or resolution the monitor doesn't support. Try running the game setup and play around with the "85Hz", resolution and "Force alternative letterbox resolution" settings.
Does the monitor turn back on if you force-quit the game with ALT+X?

And this is just a guess as I'm quite new to Linux myself (running Debian/testing), but have you properly configured your monitor for your X server?
Check the "Screen" section in /etc/X11/XF86Config-4 .
#1774
The RunDialog command is delayed until the script finishes executing (see manual).
Add two "Run script..." actions for the same interaction, the first containing your Walk and RunDialog commands, the second one the rest.
#1775
Argh, stop confusing me! :P

Quotethe safest way is still "make sure both of the X and Y coordinates of the upper left corner are both even AND the width and height are both even pixel too."

True. :)
#1776
Actually, the x/y-coordinate of objects is measured from the bottom-left corner of the sprite (characters: bottom-middle, overlays: top-left).
So when you have your background with object opened in your image editor, make sure that the bottom-left corner of your selection is on even pixels.
#1777
XML is fine with me, I like working with text files directly.

I'd prefer
  <topic number=1><option number=1>Hi there!</option></topic>
as well.
#1778
No, at the moment it's not possible to directly set a character's or object's scaling.
There's a tracker entry for that, though.

But even if it would be possible, it wouldn't look so nice. Even with anti-aliasing enabled, scaled characters will stand out.
It's best to draw all characters the same size from the get-go.

If you have drawn them the same size already, and if you have a hi-res game, be sure to check the "Import for 640x400" resolution checkbox. Otherwise the imported frames will be too big, I think.
#1779
QuoteOk, I just used the "SetGlobalInt(77, 2);" because it was in your original code, but I'll take it out.

Yes, I used it in my first example to not have the character say "Hey, it's open!" again.
Since you don't want that speech anyway, you don't need to set the GI to 2.
I hope this makes it more clear:

Code: ags

  if (GetGlobalInt(77) == 0) { // if GI 77 is 0
    // part A
  }
  else { // if GI 77 is NOT 0, i.e. it is 1 OR 2

    if (GetGlobalInt(77) == 1) { // if GI 77 is 1 (NOT 0, NOT 2)
      // part B:
      SetGlobalInt(77, 2); // set GI 77 to 2 so neither A nor B gets executed next time
    }

    // part C: gets executed if GI 77 is NOT 0, i.e. it is 1 OR 2

  }


Anyway, I'm glad it works now.
#1780
You're welcome. :)

But with your code, you can go through the door even if it's locked, right?
I have indented your code properly and color-coded it to show you:

// script for object0: Interact object

  MoveCharacterBlocking(EGO, 81, 108, 0);

  if (GetGlobalInt(77) == 0) { // if player hasn't talked to MAN yet (GlobalInts are initially 0)
    DisplaySpeech(EGO, "It's locked.");
  }
  else { // if player has talked to MAN
    SetGlobalInt(77, 2); // opens door
    SetObjectView(0,7);
    AnimateObjectEx(0,0,5,0,0,1);
  }

  NewRoomEx (9,300,76); // go through door into next room

} // <- end script brace?

Put the NewRoomEx command directly after AnimateObjectEx so it gets executed only if the door isn't locked.

Also, with this you don't need the
  SetGlobalInt(77, 2); // opens door
line. You already set the GlobalInt to something other than 0 (namely 1) in your dialog script.

Quotenext time I do something like this, I just have to use a different number as the globalInt?  Like 78 or something?  What are the numbers I can use?

Yes, use different GlobalInts for different game milestones, as I like to call them.
I used GlobalInt 77 for my example, but it's just an arbitrary number. Currently, there are 500 available GlobalInts, from index 0 to 499.
SMF spam blocked by CleanTalk