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Messages - strazer

#1781
QuoteThen these plugins would transfer to a game that uses them?

No, editor plugins (COM plugins I think they are called) are different from regular plugins in that they affect the editor only. They can be used to simplify tasks, but they don't affect the game as such.
You could, for example, write a path editor, that automatically generates a series of MoveCharacterPath commands just by clicking in the room editor.
The only editor plugin I'm aware of is the Media manager, though I doubt it works with recent versions of AGS.

I think a combat system would be more suitable for a regular plugin or a script module (just introduced in AGS v2.7 Beta 13).

The COM plugin API is explained here.
#1782
Unless you do very graphic-intensive stuff (RawDrawing) or have very long while loops in there, it shouldn't be a problem.
#1783
Objects can currently only be positioned on even pixels, because they use the relative, internal screen resolution for that (320x240 in your case).
You have to keep that in mind when designing your backgrounds.

There's already a tracker entry for a more accurate positioning system.
#1784
Quote* Added script module support, so that you don't have to cram everything into the global script. This also allows you to easily share code with other people by exporting the module.

Holy crap, this is so sweet!

But do you have to import custom functions from the module script somewhere to be able to use them in the main global script?

If I don't, it returns an undefined token upon compiling, if I do (module script header or main script header), I get
QuoteScript link failed: Runtime error: import address too high
when testing.

Edit:

Hm, I suppose script modules are put AFTER the global script by default, right?
Then how about a dummy entry for it in the module manager, so we can specify where we want the modules?

Edit 2:

QuoteThis must be some sort of record, I don't think we've ever had this many betas for a single release before

Yeah, and I think it's good we do. Since a lot has changed, we shouldn't rush the final until it's rock-solid.
#1785
Actually, there's already a tracker entry for this:

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=416

Edit:

I have updated the existing entry and removed the new one.
#1786
You might be interested in this thread in the Technical Archive.
#1787
If the door is in another room than the character, it's best to use a GlobalInt that stores if you have talked to the character or not, then run the object interaction depending on that.

You can set GlobalInts directly in the dialog script when the player chooses the correct dialog option:
...
@2 // dialog option 2
player: How do I get there?
man: Just go through the back door in the yard.
player: Hm, okay, I'll try that.
set-globalint 77 1
...

Then, in the door interaction:

Code: ags

// script for interaction with door
//...

  if (GetGlobalInt(77) == 0) { // if player hasn't talked to MAN yet (GlobalInts are initially 0)
    DisplaySpeech(EGO, "Damn, it's locked.");
  }
  else { // if player has talked to MAN
    if (GetGlobalInt(77) == 1) { // if first time going through door
      DisplaySpeech(EGO, "Hey, it's open!");
      SetGlobalInt(77, 2); // don't display speech next time player goes through door
    }
    NewRoom(4); // go through door into next room
  }

//...
#1788
ccCreateCommand(2, "MOVE: 220, 145; MOVE: 90, 145; GOTO:2;");
                                      ^--- goes here ---|

You probably want him to go to the first command in that chain, so do GOTO:1;

You can also comment out whole blocks of text like this:

/*
This whole
section
will be
commented out.
*/
#1789
Yes, if you don't need the gui to respond to mouse clicks, uncheck the gui's "Clickable" checkbox.

Your character is able to walk there, but the mouse click was intercepted by the gui, that's why it wasn't working.
#1790
Please use tracker entry
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=190
to post your comments about this.
Once we're able to modify tracker entries, I will edit it to reflect a more universal approach.
#1791
Quote from: Pumaman on Mon 10/01/2005 19:48:51
What you're suggesting could probably be implemented by allowing you to link views to characters in some sort of character view list -- so they'd still all exist in the main VIews pane, but the character could have a list of relevant ones, perhaps.

Again, this won't happen for 2.7, but it's an interesting thought for the future.

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=498
#1793
if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    } // end interface INVENTORY

// This last line doesn't end the (interface == INVENTORY) part:

// (...)
   
  } // <- This does. Put your PROFILE code after this.
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE
#1794
QuoteI've set the room base lines as low as possible on the screen

Rooms don't have "baselines". Baselines are a feature of objects, characters and walkbehinds to handle what is drawn in front of what.

If you're talking about the yellow lines in the room editor, these are the room edges that can trigger an event if the player character walks into them.

To make your character be able to walk anywhere, you have to draw a walkable area in the Room/Areas editor. Are you sure that your walkable area extends to the bottom of the room?

If you use 320x200 or 640x400 resolution and run the game in letterbox mode (General Settings or Game Setup), you will have black borders at the top and bottom of the screen that can't be used.
#1795
QuoteHow about SaveCursorUntilLeavesArea (with the 's' implying the fact that it's talking about the cursor leaving)?

I like that, although I'm not too fond of the "Area" part.
Doesn't SaveCursorUntilItLeaves basically say the same thing?
#1796
The song in the Alone in the Dark movie trailer is "I Stand Alone" by Godsmack.
#1797
Why rroom1.crm? It's room1.crm.
#1798
Are you sure you saved the room file as "roomX.crm" where X is the number of the room? You can't currently use any other file name (except intro.crm for room 0).

If that's not the problem: Since v2.63 is a beta version, have you tried any of the later ones?

And does it happen if you use the RON template with the stable version (2.62)?
#1799
Yeah, that's the STATUSLINE gui. To not have it displayed, you can also set its Visibility from "Normal" to "Popup Modal".
#1800
Sisko rules them all!!
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