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Messages - strazer

#2461
Quoteset the gui a transparent background using a dummy transparent image

Hey, that works!
Then I wonder why it's a problem to display button alpha channels without this trick?
#2462
I totally agree with Ashen, but if there should ever be an installer, PLEASE keep the zip as an alternative.
#2463
Since the "Hints and Tips" are game-related too, I think they belong in a "Games" category together with the CGA & GIP forums (simply renaming "Game Publicity" to "Games").
#2464
Bump. :)
Sorry, I found this while updating my old threads and wanted to mention it in case someone else is looking for solutions:

Quotebecoz rundialog always runs after the end of a script, the endcutscene always comes before the dialog is run, too

I have read it here somewhere recently, and tested it with success:
Just put two or more "Run Script" actions in the same interaction in the interaction editor and write your EndCutScene command into the last one.
#2465
Thanks, SSH, that would do.
For some reason, I always think of using custom functions last... :P

Still, I'd rather avoid all that script just to remedy such an obscure error.
IMHO, it would be better if he just stopped following. But maybe that's just me...
#2466
But imagine my mouse could be in any of the rooms, then I would have to check before EVERY NewRoom(EGO, x) command in my game if my character is following the mouse or not (is that even possible?), and only then transport the mouse to the new room in advance.

To me, it makes perfect sense that the following is aborted if the sheperd is not put in the new room in advance.
Well, it's your call.

Edit:

QuoteWell, that'd need some sort of GP_ISFRAMEFLIPPED as well as a RawDrawImageFlipped, so I'll add them to my list. Or would a RawDrawViewFrame(x,y,view,loop,frame) be better?

RawDrawViewFrame is a great idea, that would solve all my problems and is future-proof if you decide to implement vertical flips someday (I'm not asking for it here!).
Personally I wouldn't need the other functions then. Thank you! :)
#2467
In my game, there is a mouse in the room and when the player clicks on it, EGO tries to catch it, but the mouse gets away all the time. If you click anywhere else, EGO stops chasing the mouse. After 4 tries he stops himself and says, "It's too quick for me.".

With the new RC 1, if I tell my player character stop following the mouse with FollowCharacter(EGO, -1);, the game quits with the error message:

(Room 1 script line 25)
Error: FollowCharacterEx: you cannot tell the player character to follow a character in another room

Additionally, if, during the chase, EGO happens to step on a region requesting a room change, the game now quits with

Error: A room change has been requested, but the player character is currently following another character who is not in the new room. Either stop the player from following before he leaves the room, or move the shepherd character to the new room as well.

as you wrote in your release note. However, I really think that's inappropriate.

I'd rather have EGO either ignore the NewRoom command completely or perform the room change and quit following the mouse automatically.
I don't think it's necessary to quit the game with an error message?

Edit: Oh yeah, and the additions rock, GP_FRAMEIMAGE especially. Thank you!
Any chance I could check for and RawDraw flipped frames?
#2468
The unhandled_event function requires parameters in newer AGS versions, so the function should look like

function unhandled_event (int what, int type) {
// ...
}

regardless whether you use these parameters or not.
Similarly, if you have imported it into the script header, change it to

import function unhandled_event(int what,int type);
#2469
There is also another way. With

set-globalint GI VAL

you can set global integer variables from within a dialog script:

@1 // you ask characterX how to open the door
charx: Use a key, dumbass!
ego: Ah, right, thanks.
set-globalint 1 1 // sets global integer 1 to value 1
return

You can then check this global integer when you try to open the door:

if (GetGlobalInt(1) == 1) {
myOpenDoor();
}
#2470
You're welcome. :)

It works for hotspots, objects & characters as long as they have a description/name.
#2471
- Create a GUI
- Set GUI's background and foreground color to 0
- Uncheck the GUI's "Clickable" checkbox
- Create a label on the GUI
- Put in repeatedly_execute(_always):
SetGUIPosition(NUMBERORNAMEOFHOTSPOTGUIHERE, mouse.x, mouse.y);

Then either

- Set the label's text to @OVERHOTSPOT@

or put in rep_ex:

string hotspotdescription;
GetLocationName(mouse.x, mouse.y, hotspotdescription);
SetLabelText(NUMBERORNAMEOFHOTSPOTGUIHERE, 0, hotspotdescription); // 0=object number of text label

IMO, the easiest way is @OVERHOTSPOT@ but I think I've read somewhere that this shouldn't be used anymore?
#2472
I think Scorpiorus's script in the Technical Archive does what you want.

However, currently you can't lip-sync animation and you can't play sounds from the speech.vox. So you may have to use a normal PlaySound for that.

And you can change the mouse cursor's hotspot with ChangeCursorHotspot.
#2473
Go to the "Palette" section of the editor and press the "Change game colour depth" button.
Perhaps there should be an entry in the "Game" menu as well.
#2474
Quote from: Pumaman on Mon 05/04/2004 20:47:10The inventory window currently keeps track of the order that items are added to it, until such a time as the player character is changed, at which point the items switch back to the default order.

I suppose the default is the order in which the items are numbered as SSH says.

This sounds interesting, I look forward to your solutions.
#2475
You can change the behaviour of the GUIs in the General Settings section of the editor.
Look for a dropdown box called "When interface disabled: [GUIs grey out]".
Is this what you're looking for?
#2476
I don't know what you're asking exactly.
Do you want to give the player an inventory item when he clicks on the hotspot or do you want to use an item from your inventory on the hotspot? Please rephrase.
#2477
I have completed jannar85's font:



Suitable for 640x400/640x480 resolution.

- Fixed some y-positions
- Increased font height to 24 so dialog options match GG
- Added 0-9
- Added V
- Added Z
- Added z
- Added ;
- Added %
- Added &
- Made up X (Couldn't find it anywhere in the game)
- Made up + = @
- Made up special characters:

   Ã,, - #
   Ã¤ - $
   Ã Å¸ - *
   Ã' - <
   Ã± - >
   Ã¡ - \
   Ã© - ]
   Ã­ - ^
   Ã³ - _
   Ãº - `
   Ã– - {
   Ã¶ - |
   Ãœ - }
   Ã¼ - ~

Get it here.
#2478
What do you mean, it's all weird? Like, it's not displaying at all or it looks strange?
I've tested it an hour ago and it worked fine with my true color sprites.
#2479
Advanced Technical Forum / Re:GetSpriteSlot?
Wed 28/04/2004 11:37:51
Quoteyou can right-click a sprite and change its slot

Cool, I didn't know that.
That will have to do for now, thank you!
#2480
Is it possible to return the sprite slot of a frame in a view?

I've emulated the functionality of the rain plugin, but in order to draw the raindrops in front of the player character I have to hide him (with SetCharacterTransparency(EGO, 100) to retain interactions) and rawdraw his frames onto the background before drawing the rain over him:

// curslot = a whole lot of else-ifs here :(
RawDrawImage(player.x-(GetGameParameter(GP_SPRITEWIDTH, curslot, 0, 0)/2), player.y-GetGameParameter(GP_SPRITEHEIGHT, curslot, 0, 0), curslot);
// draw rain here

It would be a lot easier if I could just do

curslot = GetSpriteSlot(player.view, player.loop, player.frame);

Maybe if GetSpriteSlot returned a negative value for flipped frames, RawDrawImage could draw them flipped as well?
(Edit: AGS v2.71 RC 1: Added GP_ISFRAMEFLIPPED option to GetGameParameter.)

If not a seperate function, how about an addition the GetGameParameter function (GP_SPRITESLOT - Returns sprite slot number of frame DATA3 in loop DATA2 of view DATA1)?
(Edit: AGS v2.61 RC 1: Added GP_FRAMEIMAGE option to GetGameParameter.)
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