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Messages - strazer

#2161
General Discussion / Re: AGS Winsetup Icon
Fri 27/08/2004 01:19:25
"Your icon must be standard 32x32 pixels in 16-colour. If it is any other size or colour depth, the editor will give an error. (...)
You can also have a custom icon for the Setup program generated. To do so, create your icon as above but name it setup.ico in the game folder."
#2162
General Discussion / Re: AGS Winsetup Icon
Fri 27/08/2004 01:00:34
Put setup.ico in the game folder.
It's in the manual: Other Features -> Distributing your game -> Custom icon
#2163
Also, keep in mind that in the game_start function, the screen isn't fully initialized yet.
So CentreGUI might calculate the center from 320x200 instead of 320x240.
Try putting the code in the "Player enters screen (before fadein)" function of your first room.
#2164
When I re-joined the community, I read the entire beginner's and technical forum and wrote down interesting stuff.
I remembered having this in my notes. I guess the original post is gone by now.

Check out http://americangirlscouts.org/agswiki/index.php/Category:Tidbits_and_Snippets for some more stuff I found.
#2165
Advanced Technical Forum / Re: Gui script
Mon 23/08/2004 15:49:48
Glad it worked.
I think the error message "Already referenced name as import" could be more intuitive. Chris?

As for your second problem, you say the GUI disappears immediately. Do you see it before it disappears? If not, are you sure it is shown at all?
What code are you using and where did you put it?
#2166
General Discussion / Re: MP3 Editor
Sun 22/08/2004 22:26:48
If your target file should also be mp3, check out MP3DirectCut.
It lets you cut mp3 files without recompression.
#2167
Try

if (game.fast_forward) {
  FireUpdate();
}
#2168
Advanced Technical Forum / Re: Gui script
Sun 22/08/2004 22:09:45
Try putting the do_dance function at the top of the global script, before all others.
#2169
Critics' Lounge / Re: image comments
Sat 21/08/2004 18:22:44
It's awesome.
Only thing I would change is, in the side view, bending the arm more to match the pose of the other views.
#2170
The Amiga version of Universe is legally available at Back2TheRoots. Use WinUAE to play it.
#2172
Check your braces:

  else if (button == 0) { // eat item?
    string buffer; // declare variable buffer
    GetInvName(game.inv_activated, buffer); // copy item description to variable buffer
    DisplaySpeech(EGO, "Are you sure you want to eat %s ?", buffer); // display buffer
    GUIOn(EAT);
  }

and

  if (interface == EAT) {
    SetDefaultCursor();
    if (button == 0) { // They pressed the YES button, eat current item
      // eat action here
      GUIOff (EAT);
    }     
    if (button == 1) { // They pressed the NO button, close the GUI
      GUIOff (EAT);
    }
  }
#2173
string buffer; // declare variable buffer
GetInvName(game.inv_activated, buffer); // copy item description to variable buffer
DisplaySpeech(EGO, "Are you sure you want to eat %s ?", buffer); // display buffer
#2174
AGS v2.62 beta 2 - Mittens 2004 Edition:
* Increased max sprites displayed at once from 39 to 50, and improved user-friendliness of the error message if it is exceeded.
#2175
Yes, it has been suggested before, but not implemented (yet?).
#2176
If you open the global script itself (menu "Script" -> "Edit global script..."), the game_start function should look like this:

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() { // called when the game starts, before the first room is loaded
game.text_speed = 10; // change the value 10 to your liking
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE
#2178
The problem is you call the displayline function in rep_ex BEFORE you define it.
Always put custom functions at the top of the global script:

// main global script file
string name;
int savedy;
int savedx;
string display2;
string middle;
string finish;

// Put the displayline function here

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here

  if (IsGUIOn (4) == 1){
    if (GetGUIObjectAt (mouse.x, mouse.y) == 0){
      displayline (2);
      }
    if (GetGUIObjectAt (mouse.x, mouse.y) == 1) {
      displayline (1);
      }
    if (GetGUIObjectAt (mouse.x, mouse.y) == 1) {
      displayline (3);
      }
  } // was missing
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE

...
#2179
game.text_speed - How long speech text stays on the screen. Default 15, higher number means shorter time.
(There's more interesting stuff in the manual: Contents -> Reference -> Text script global variables)

So go to menu "Script" -> "game_start", then enter

game.text_speed = 10;

Save, close the editor window and you're done. :)
#2180
What does rep_ex have to do with anything? The displayline function should be seperate from every other function in the global script.

Please post everything before

function displayline (int button) {

from the global script.
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