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Messages - strazer

#2321
All legal:

Blade Runner
Broken Sword
Broken Sword 2
Day of the Tentacle
The Dig
Full Throttle
Gabriel Knight
Goblins 3
King's Quest 1-7
Kyrandia 2
Kyrandia 3
Leisure Suit Larry 1-6
Leisure Suit Larry 6 SVGA
Lure of the Temptress
Monkey Island 3
Prisoner of Ice
Quest for Glory 1-4
Simon the Sorcer
Simon the Sorcer 2
Space Quest 1-5
Space Quest 6
Star Trek - 25th Anniversary
Star Trek - Judgment Rites

I'm ashamed to say I haven't even completed most of them...
#2323
You certainly picked the right time to come here, great weather at the moment. :)

I must have missed it, but why are you here again? Student exchange? Vacation?

Edit: Watch it, Las! ;)
#2324
Hi and Welcome to the forums! :)

The AGS Awards are probably a good indicator.
Personally, I liked Pleurghburg: Dark Ages very much.
#2325
Darth, could it be because the "Save a copy in my outbox" option was disabled during the forum upgrade?
Don't remember exactly, but I think I had to reactivate the option in my profile settings.
#2326
You had one opening brace too many:

if (StrComp(StrGetCharAt(line, i), " ") == 0) Wait(10);
else Wait(5);

As for the placeholders, I can't explain it very well.
Look at this:

Display("%d %d %s %s %c %c ...", intPercentD1, intPercentD2, strPercentS1, strPercentS2, chrPercentC1, chrPercentC2, ...);

Do you get it?
#2327
I have this in my notes, it's from a post by Scorpiorus I believe:

Quoteint buffer = CreateTextOverlay(50,80,120,2,15,"P");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Ps");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Pss");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Psst");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Psst.");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Psst..");
Wait(5);
SetTextOverlay(buffer,50,80,120,2,15,"Psst...");
Wait (80);
RemoveOverlay(buffer);

The above code would only work during interaction/cutscene modes because of
the blocking commands...
To have it during play, you'd need to change the Wait commands to a looping cycle or something.

Just put PlaySound commands in there and you're done.
#2328
While we're at it:

Quotethen the engine wait for current character's frame to be changed before updating characters position

Additonally, glide mode can be a problem if you have a character that is moving independantly in the background. If you block his way, in anti-glide mode he stops, recalculates the path I suppose, then moves on.
In glide mode the character ANIMATION stops, but he continues floating in the direction he was moving. If you click continously in front of his feet, he keeps floating.
I don't know if this is a bug that could be fixed or if it's a side effect of the glide mode?

I dislike the anti-glide mode because you need small walking speed and high animation speed, thus a large of frames to make it look & feel smooth. The jerkiness affects scrolling rooms in particular since the screen is focused on the character.

Edit:

CJ, I hope you meant to quote
QuoteIn glide mode the character ANIMATION stops, but he continues floating in the direction he was moving. If you click continously in front of his feet, he keeps floating.
?
I think the stopping is a good thing.
#2329
It probably doesn't work because I assume he walks there before executing the event. Don't know though.
Test it and let me know. :)

You could disable auto-walking in general for your game, you would then have to move your character manually:

Game_start
  game.auto_use_walkto_points = 0;

Look at hotspot
  if (curroom == 2) DisplaySpeech ("I can't see from here.");
  else {
    MoveCharacterBlocking(GetPlayerCharacter(), GetHotspotPointX(GetHotspotAt(mouse.x, mouse.y)), GetHotspotPointX(GetHotspotAt(mouse.x, mouse.y)), 0);
    DisplaySpeech (GetPlayerCharacter(), "Its a box.");
  }
#2330
Quotei dont know how to make it enable and disable walk to points

Use
  game.auto_use_walkto_points = 0;
or
  game.auto_use_walkto_points = 1;
#2332
General Discussion / Re: Bridge.dll
Wed 02/06/2004 11:41:33
Oops, sorry I skimmed that post instead reading it properly...again!

- Open the registry editor (Start / Run... / regedit.exe)
- Backup your registry before proceeding
- Search & delete entries containing "bridge.dll"
#2333
General Discussion / Re: Bridge.dll
Wed 02/06/2004 11:31:45
Yeah, I had that one too. From my pre-Firefox days I presume: http://pestpatrol.com/PestInfo/w/winfavorites_bridge.asp
#2334
Flippy, I'm sorry...I think?
The subject fired my imagination, I just had to draw something.

I too don't like the competitive nature of Sprite Jams. If there were one person willing to regularly host SJs, I would be all for it. It should be about having fun.

I had a hard time deciding last week's winner.
I thought about picking someone else for a change (I'm sure he won his share of SJs), but DM's clearly was technically the best AND closest to the rules. It would have felt contrived not to pick him.

So you're right. I should have said "No entry".
I don't want to win. Coming up with a subject is damn hard! :)
#2335


I always expect to bump into him in the dark...
#2336
QuoteYeah, but I think that some DLLs do NOT work e.g. Maniac Mansion Deluxe, New Adventures of Zak Mackracken...

Do AGS games work in Wine/X?
#2337
Btw, do you have the formula handy for how long text is displayed is on the screen?
Something like

x = StrLen(text) * (80 / game.text_speed);

But that's not it. I can't seem to work it out.
It would keep me from having to check if DisplaySpeeches are still valid or not.

Edit:

Works great, thanks.

So I got the blinking working using seperate views, without storing the old loop. It was just getting too complicated (I'm dealing with multiple independent characters here).
Now of course I waste quite a lot of views by having to create an additional blinking view for each character.

Couldn't you make a SetCharacterFrame- or AnimateCharacter-like function that doesn't physically change the character's loop?
I'm thinking of something along the lines of SetMouseCursor, a function that changes the graphic, but not the mode.
It would make it possible to store the blinking sprites in the normal view without having to deal with changing the loop back.
#2338
Quoteit would make the character face forward (since he is walking down on the screen)

Heh, good point. I didn't even notice that.
Your view idea sounds good to me.

EDIT:

I've updated the demo with this idea. Requires AGS v2.62.
#2339
I've downloaded the file and tested it. Works for me (AGS 2.61 Final).

Try renaming the file to music0.mid. This way it gets automatically played on game start, so you know it doesn't have to do with using the wrong command or its placement.
#2340
Thanks a lot, CJ!

Do bug reports still go in this thread?

I've noticed that releasing a view set by SetCharacterFrame always releases the character to loop 0 (facing down) instead of staying with his last used loop.

Edit:
This only happens when using SetCharacterFrame or AnimateCharacter without changing views.

Using the normal view has the advantage that a character doesn't have to be released from another view first before moving. Therefore the SetCharacterFrame function is ideal for making all characters able to blink without having to call ReleaseCharacterView before every action.

The problem is releasing the frame when the character is idle, as described above.
Since I want it all to happen non-blocking in the background, I have to work around this behaviour by saving character loops in an array and repeatedly updating it.
Doesn't work so well at the moment.

It would be really helpful if at least the SetCharacterFrame function wouldn't change character's loops?

Edit2: Yeah, I'm using something like that as a workaround, just a bit more complicated. :)
But I got it to work correctly now. Thanks!
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