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Messages - strazer

#2021
I don't think it's possible at the moment since the entire game is paused when dialog options are displayed.
So you may have to wait until this behaviour is changed or your request is implemented: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=44

Edit:

Found old thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17047.0
#2022
I don't know what you mean by "upper" bubble, but maybe this template will help you.
#2023
I think by default the restart point is automatically set to the first room you enter in the game.
Try moving the variable reset code there or set a restart point in the game_start function.
#2024
Or put it in the on_event function:

Code: ags

// main global script

function on_event (int event, int data) {
  if (event == ENTER_ROOM) {
    int newsound=0; // 0 = disable sound if no sound set for new room
    if (data == 2) newsound = 7;
    else if (data = 5) newsound = 9;
    else if (data = 11) newsound = 2;
    //...
    SetFrameSound(40, 0, 6, newsound);
  }
}
#2025
Afaik, the GUI foreground color only acts as highlight color if the GUI is set to "Text Window" style.
#2026
QuoteI think 'character.skipuntildone' sounds confusing, since this command isn't an action affecting the character, so it shouldn't be a member thereof.

I agree with Radiant.



Now, for testing purposes, I've converted my CCS script to v2.63 Beta 3.
I really like the object-based approach and the new names. It's easy to code and makes the script more readable.

Only two minor things I've noticed:
- Autocomplete doesn't properly display struct members if they are indented with tabs within the declaration.
- The context-sensitive help for the old SetActiveInventory doesn't point to the new ActiveInventory property.

Some thoughts:

I think the ALLAREAS define for the Walk command is slightly confusing. I like Rick's ANYWHERE better.

And shouldn't StopMoving be called StopWalking? Or do you intend to use it later for stopping animationless movement as well?

I propose to rename SetSpeed to SetWalkSpeed since we also have animation speed.

Will you eventually rename (capitalize) all character variables like .walking and move them into the appropriate section in the help file? I was just wondering why you only chose .Room for this beta.

I think it's good we're discussing function names and the like. Since so much is changing anyhow, now's our chance to make it right from the get-go.

I also had an idea, but I don't know how feasable it is:
Would it be possible to have members default to the struct the current function is called by, so you could do
  character[EGO].FaceLocation(.x - 10, .y);
for example?
Just a thought as it would help shorten some lines.
#2029
Possibly NewRoomNPC is delayed as well?
If so, you may need 3 "Run script" actions, the first containing NewRoomNPC, the second RunDialog(6) and the third the rest.

Btw, if the character should just say some text, better use
DisplaySpeech(CHARACTERNAME, "Hello!");
#2030
QuoteThe 'Music Volume' slider doesn't seem to do a great deal for me - when it's set to 0 it's only slightly quieter than at 100, but the 'Sound FX' slider mutes it completely.

Yes, SetMusicMasterVolume doesn't turn the volume all the way down: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=475
#2031
Take a look in the manual (help file) under Reference -> System limits.
The maximum number of GlobalInts is 500 at the moment.
#2033
I have tested it and it works for me (v2.62).
#2034
Or you could move the overlay in and out of the screen bounds with MoveOverlay to avoid having to create it again.
#2035
QuoteLOOP / NOLOOP

Why not name them REPEAT / NOREPEAT (or ONCE) to avoid confusion with view loops?
#2036
Put

  game.ambient_sounds_persist = 1;

before starting the cutscene.
#2037
Quoteeven "It's" has to be "Its" or "It is"

Use ' instead of '.
#2038
I'm terrible at playing adventures and thus I'm often frustrated.
But I don't like using walkthroughs either, in fear of spoilers. I prefer hints like the ones from the Universal Hint System and I plan on including something similar in my game: http://www.strazer.net/ags/hints.htm
#2039
General Discussion / Re: Help Forums
Fri 19/11/2004 03:58:27
I check the forums regularly and I've noticed a decline in new questions as well.
Therefore I looked over the tech forums to find questions that haven't been sufficiently answered yet, but I could hardly find any. It's mostly cases of users not reporting back if ideas/solutions have worked for them or not.

Another problem is, trying to solve someone's complex problem, but not having the actual game and/or script, usually involves (at least for me) having to replicate it beforehand.
That requires some effort and although it can be fun at times and I do it on occasion, particularly if it's something I can see being useful, I freely admit that I don't like doing all that just to fix some simple mistakes that ends up just solving this user's particular problem. Thankfully we have people like Scorpiorus, Gilbot and Ashen who take care of that most of the time.
In short, I like answering questions that I think benefit a larger group of users.

And since I'm the one who converted the to-do list to the tracker, I often have a good feeling for what bugs and suggestions are up there, so I also see part of my job to refer to these entries when suggestions are made.

All in all I think the tech forums are well taken care of, and there's always new talent on the horizon (like Goot who's really being helpful).
#2040
It crashes the editor when I try to load it up.
What version of AGS was it made with?
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