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Messages - strazer

#1881
This sounds very strange.
Are you sure it doesn't have to do with your problem in this thread? Any chance some of your game files may have been corrupted?
Make a backup of your game and try rebuilding all rooms (menu "Game" -> "Rebuild all room files").
#1882
Just to clarify, your interface_click function looks like this, yes?

Code: ags
#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {

  if (interface == GUI12) {
     if (button == 0) {
       NewRoom (7);
     }
  }

}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE
#1883
Yeah, although I haven't actually tested your code...
So hurry up with that template! ;)
#1884
Hm, I suppose you've omitted the closing braces for posting here?
In that case, I'm afraid I'm out of ideas.
#1885
Can you please post the contents of your interface_click function?
#1886
QuoteI have the view listed as a separate character as well using the setplayer character function.

I don't quite understand. Are you trying to change to another player character or are you just assigning a different view to the player character?

Please post the actual code you're using.

And remember that with AGS v2.62, the .view variable returns the character's view number minus 1, so do for example
  if (character[EGO].view == 2) { // if character EGO's view is 3
#1887
Have you tried Gilbot's suggestion from this thread?
#1888
Before it fades into oblivion, here's Eric's (MrColossal's) character template: http://kafkaskoffee.com/tutorials/walkcycletut.shtml
#1889
Quote from: Pumaman link=topic=17697.msg225364#msg225364
QuoteOk, I didn't realize the function would have to be renamed. In that case it can probably wait.

Yeah, it's backwards compatibility -- if it wasn't renamed, and the engine was used to run an old (2.62) game, it would only push one argument to the function, and mess the stack up.

I just think PlaySoundEx isn't a terribly intuitive name. Seeing as we have a tracker entry about PlaySoundChannel anyway, how about renaming PlaySoundEx to PlaySoundChannel and, since optional parameters are possible, be able to add the vol, x, y and loop parameters at a later time?
Or would that pose the same backwards compatibility problem?
#1891
I think a passage about enums and optional parameters would be nice.
#1892
First of all, download the latest stable version of AGS, v2.62 and try that.

Some other games with source that that come to mind are Airbreak, Exile and Keptosh.
#1893
Hehe, 6 hours from suggestion to implementation...must be a new record. ;)
#1894
QuoteYes there is a .dta, but when I load it into AGS it says that there is a file missing, and that AGS might not be able to load it properly...

That's because BC was made using the agsCreditz plugin. When you test the game, it can't find the functions provided by the plugin and crashes. Why it would crash and not give an error message, I don't know.
Anyway, copy the agsCreditz.dll file from executable.zip to your AGS editor directory and the Compiled folder of the game.
#1895
Please read my whole post. Thank you. ;)
#1896
Quote* Added AGS_MAX_* constants to allow you to check the AGS limits in your script (see Constants section in the manual).

Cool, very helpful!
Won't you be able to use the constants yourself for the internal header? Should save you some work, too, no?

Quote* Fixed compiler crash if a single array or struct was bigger than 32KB.

Whee, my script now works like a charm. Thanks a lot, CJ! :)
#1897
AGS Beginners FAQ

Please read the whole Beginner's FAQ before posting questions. Thank you.
#1898
Yes, I know about GetGameParameter.
I think the defines would mostly be used for array declarations, for example, to be able to add stuff to characters/objects/... that, unlike custom properties, can be changed at run-time.

- characters

Useful for declaring the character array I use for my CCS script.

- inventory items

Ok, I see there's MAX_INV already. And there's no GetGameParameter entry for that one.

- GUIs

Code: ags

short WasGUIOn[AGS_MAXGUIS]; // stores old gui status


I have two functions that I use to see which GUIs are currently shown, store if they are on/off, turn all GUIs off, and later be able to turn on only the ones that were turned on before the reason I wanted to turn everything off.

- views

I'm playing around with using additional frame sounds with the CCS system, so I needed this at one point. Can't think of another example offhand.
#1899
Personally, I could use these right now:

- characters
- inventory items
- GUIs
- views

I also think that

- objects per room
- loops per view
- frames in each loop

could come in handy.
#1900
OH YES! I second that!
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