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Messages - strazer

#2481
All working as you described.
Win2kPro/DirectX9.0b/SBLive5.1
#2482
Ah, I thought you meant "You can only read graphical variables with this function:", not "You can only read graphical variables, with this function:".
I've never used the interaction editor apart from the basics, so I never thought about it. The sentence just looked important. :)
I'll remove it then, thanks.
#2483
A partial answer to your first question can be found in the AGS tidbits & snippets page:
"You can only read interaction editor's global variables with the GetGraphicalVariable (string variable_name) function."
#2484
Something similar is on CJ's to-do list:

"AddNewObjectToRoom(x,y,pic) to add a new object with no interactions"

You can find the list (future.txt) in the \docs folder of AGS.
#2485
Check out this demo.

Click on the marked spot on the bg. The character will walk from a scaled walkable area onto a non-scaled walkable area.
He will walk to the spot, stop, but keep animating, sometimes up to 2 seconds!

EDIT: Fixed since v2.61 RC 1
#2486
Yeah, logically, there's no way around it.
Yours is the one to do it.

Sorry for the intrusion, moderators, feel free to delete my posts.
#2487
Ah yes, now I know what you mean.
Hm, yes, that could be a problem. Well, it worked for my game, so there you go.

And I have just noticed the game isn't even blocked when using WaitMouseKey. :P
It's just that my wait cursor is still appearing.
Do you have any shorter code than

int oldmode = GetCursorMode();
SetCursorMode(MODE_WAIT);
SetMouseCursor(oldmode);
doubleclick = WaitMouseKey(GetGameSpeed()/4)*IsButtonDown(LEFT);
SetCursorMode(MODE_WAIT);
SetDefaultCursor();
SetCursorMode(oldmode);

?
And I don't like the lag with a single click. How do other applications handle that I wonder?

Thanks
#2488
Excellent. Thanks Gilbert!
I try to avoid plugins as much as I can, it's just that SnowRain plugin that is sooo tempting... :)
#2489
1. I wouldn't know how, as you can't seem to assign a certain channel to view-linked sounds, can you? They just play in a free channel.

2. It should be optional, absolutely. I was thinking of making a checkbox for each character?
#2490
Beginners' Technical Questions / Re:charcters
Mon 26/04/2004 16:43:56
I know what the problem is: The frames of your character are 320x240 pixels big!

Just crop them so they look like this (I've cropped this one to 20x60 pixels):



You see your character was in the room, but since its frames were so huge and your art was in the upper left corner, it wasn't visible.

Edit: Updated URL
#2491
QuoteSome of them may already have been done, sorry about that if I haven't noticed it.

I noticed a lot of things in the file that are implemented already, so I thought about shortening it to reflect how much has been accomplished.

But I'm not sure if that text file is outdated and CJ actually keeps a more updated list.
And merely suggesting entries to remove would be the same amount of work for CJ as going through it himself, so I dropped that idea.

But it sure could use an overhaul... *hint, hint  ;D
#2492
You're right!

You could also call repeatedly_execute manually:

AnimateCharacter(POD,8,2,0);
while (character[POD].animating) {
repeatedly_execute();
wait(1);
}
MoveCharacter(POD,204, 177);
MoveCharacterPath(POD,9,4);

But that's bad practice. It would be better to put that part of the repeatedly_execute in a custom function and call that function from both the repeatedly_execute and this while loop.
#2493
Beginners' Technical Questions / Re:charcters
Mon 26/04/2004 14:14:41
Calm down, I'm just trying to help.

I'll gladly take a look at your game if you can upload it somewhere.
#2494
Try to put the ShakeScreenBackround in repeatedly_execute_always.
It's a feature of the latest betas:
"repeatedly_execute_always is always called - even when a blocking function is running"

If you don't want to use a beta version, wait for v2.61, it should be out soon. But I've found the betas to be quite stable. Nevertheless, remember to backup you game before trying them!
#2495
Beginners' Technical Questions / Re:charcters
Mon 26/04/2004 13:22:45
Check the "This is the player character" checkbox of your new character?
#2496
QuoteCould you make it so that clicking a different type of 'transparent pixel' just immediately re-imports the source? That wuold be most intuitive I think.

I second that.

And yes, a "Font" setting for Text windows would be nice.
Because if, for example, you want the dialog options to look like speech lines and you change the normal font with SetNormalFont, the Text windows look different too, since they use that font as well.
#2497
Ok, so no tiling then?
In that case, just add "background-repeat:no-repeat;" to the STYLE attribute.

Now, with this method, if the montages are at least 700 pixels wide, it would look great for both 800x600 and 1024x768+.
I actually like that better than the tiling.

Any opinions?
#2498
You have to use blocking commands:

AnimateCharacterEx(POD, 8, 2, 0, 0, 1);
MoveCharacterBlocking(POD, 204, 177, 0);
MoveCharacterBlocking(POD, 9, 4, 0);
#2499
Is it possible to ignore NewRoom commands only if they are issued from regions?
All other NewRooms would abort the following and take the player to the new room?
#2500
Just make the SetCursorMode conditional:

 if (GetCursorMode() != MODE_USEINV) { // any mode but inventory item
   // SetCursorMode... etc. here
 }
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