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Messages - strazer

#2581
SkipUntilCharacterStops is called with a doubleclick and a sound is played when you do, so this should be working:

When no other character is in the room or he is not moving or animating, EGO jumps to the mouse coordinates immediately, EVERY TIME, as it should be.

But when other characters move or just their idle animation plays, SkipUntilCharacterStops doesn't seem to work SOMETIMES and EGO just walks to the mouse position.

Check out this demo.

Double-click around the room several times.
Then try again after you removed the line from repeatedly_execute and reset GUY's idle animation to 0.
Notice the difference.

The manual for SkipUntilCharacterStops states: "Skips through the game until the specified character stops walking, a blocking script runs, or a message box is displayed."
There aren't any blocking calls in this demo, are there?

EDIT: Fixed since 2.61 Beta 6.
#2582
Have you tried something like this?:
Global script
----------------

int ignorekeypress=0;

function FlushKeyPressed() {
  ignorekeypress=1;
}

function on_key_press(int keycode) {
  if (ignorekeypress==1) {
    ignorekeypress=0;
  }
  else {
    // process keys
  }
}

// if keys are processed in rooms as well, add:

  export ignorekeypress;

  Script header
  -----------------
  import int ignorekeypress;


Edit: Hm, I've just realised that any key pressed after the FlushKeyPressed call would be ignored too...Ok, forget it then.
#2583
I hate WSAD, arrow keys for me.
Action: NUM:0
Inventory: Some key on the Numpad
All other keys are fine IMO.
#2584
string NoTranslateProperty(string text) {
return text;
}

Works great, thank you! :)
#2585
QuoteHow weird, they won't play as Mp3 or Ogg if they are under 2 seconds long

I have just tested it with a 296ms long ogg file and it works flawlessly.

Quoteplay different sound effects for when he walks on different regions

I know there are different ways to do this, but in my test game I have a region, then in "Player walks onto region":

 SetFrameSound(1,1,3,4); // change footstep sounds to metal
 SetFrameSound(1,1,6,5);
 SetFrameSound(1,2,3,4);
 SetFrameSound(1,2,6,5);

and in "Player walks off region":

 SetFrameSound(1,1,3,2); // change footstep sounds back to carpet
 SetFrameSound(1,1,6,3);
 SetFrameSound(1,2,3,2);
 SetFrameSound(1,2,6,3);

Just be sure to adjust these if you change frames in your views or something.
I've just noticed that mistake in my game thanks to you. :)
#2586
You can call the built-in restore dialog with RestoreGameDialog();

I haven't done my own dialogs for this yet, so I can't tell you how to do that.
But it's a popular topic and I'm sure several threads can easily be found with the forum search function.
#2587
"exit the game code"?
I don't know what you mean exactly, maybe you can explain further?

- To abort a running game, press ALT+X.
- Script code to quit a game is QuitGame(0);
Edit:
- Script code to abort the rest of a function is return; (mentioned in this page)
#2588
Sorry, of course, the properties and values themselves are not written, but I need to compare the returned string with a string, and THIS is the string I don't want to appear in the file, e.g.

GetHotspotPropertyText(GetHotspotAt(mouse.x,mouse.y),"IsExit",hotspotisexit);
if (StrCaseComp(hotspotisexit,"NE") == 0)
        ChangeCursorGraphic(MODE_WALK,64);

I don't want "IsExit" and "NE" to appear in the translation file.

Edit:

Quoteany text in a call to GetXXXProperty should not be in the translation file

As I said, I removed all hotspot names, and I checked my scripts again, "IsExit" is indeed from the GetHotspotProperty call.
#2589
QuoteSounds reasonable enough, I'll add it to my list.

Thank you!

QuoteThere's no special feature for this -- just don't translate that string and it will be unchanged.

I still don't think it's necessary to output property names and values that are used for the game mechanics and could potentially screw up the game if translated.
I think a function like SkipTranslation shouldn't be too hard to implement?
#2590
How do I hide a string from translation? I can't find a function like SkipTranslation(string text) or something.

Fixed since 2.61 Beta 5:

"Make translation source..." outputs the default names of my hotspots (No hotspot, Hotspot 1, Hotspot 2, etc.).

Couldn't AGS just skip the default names? I'd like to keep the translation file as compact as possible.

Thanks
#2591
Display("These are called \"quotemarks\" ");

Check this page for more.
#2592
The character [ is normally used to indicate a line break in strings, e.g. "Here comes [ a line break".

But how do I mask the character so it is displayed in dialogs/messages?

\[ doesn't work, nor does \\[ or /[

Edit:

AGS v2.7 Beta 11:
Quote* Added \[ to Display/Say/etc, to enable you to display the [ character rather than it doing a line break.
#2593
Are you kidding? You bet this is helpful!

More C&C:

- How about grouping the different buttons in the toolbar with seperators?
new,open,save | cut,copy,paste | script,test ?
- In options it says "Test Dialogue" but the button tooltip reads "Preview"
- The icon for "View Script" seems to have a slightly different background color
- A right-click context menu for copy, paste etc.?
- Remember last window size/position (but please no registry entries)
- Display shortcut keys in menu?
- I think the "Test Dialogue" button should be a simple "play" button:

Sorry to keep nagging, the prog is awesome!
#2594
1. I'd rather like to see more ambient sound channels. I know they're planned, so I hope we'll see them in the not too distant future.

Regarding 2, what would a non-looping ambient sound do that PlaySound doesn't?
#2595
Why don't you just combine Load/Save/Help/Settings/Quit into a single gui?
I've seen many games do it that way.

This way you would only need one button on your gui:
#2596
Wow, excellent!

I haven't scripted any serious dialog for my game yet and looking at the sample of yours and re-reading the help file made me realize I misunderstood the way it's supposed to be done.
I would have made a topic for every list of choices, for every "column" so to speak (like in your editor) and jumped from topic to topic via goto-dialog and goto-previous.

Now considering ALL options for a whole dialog are supposed to be contained in one in one topic, this editor is even more helpful than I first thought!
It definitely has to be included in the resources section once the new website design is up.

Some C&C:

- The first thing I've tried is resizing the window. It should be possible, especially for larger topics.
- How about a proper toolbar? I'm used to loading and saving files with the simple push of a button.
- You can't cancel the test window with the little X.
- I suggest changing "Prev" to "Script" or similar. The difference between "Test" and "Prev" wasn't clear to me at first. Also, "Prev" could be mistaken for "Previous".
- Copy & Paste from the lower window would be nice. Also, it would give you an excuse to add an "Edit" menu. Seems so empty up there... :)
- Most importantly: A fancy icon!!1 ;)

It's really great. Thank you & keep it up!
#2597
Btw, shouldn't the rar file contain the game files only, not the installer?
Kind of defeats the whole purpose of the file... :-\
#2598
Hi and Welcome to the forums!

This was asked before:

Quote from: Pumaman on Sat 27/03/2004 13:56:32
The problem is that these things are never as simple as it first appears.

For example, I can't use Scale2x because its license says it can only be used in open-source projects.

hq2x looks good, except that it only support 16-bit colour.

The best bet I've found so far is 2xSAI, but the license there specifies it can only be used in freeware projects (ie. I'd have to remove it from the commercial mp3-less version of the engine).

It is something I'm bearing in mind.
#2599
Ew. Keep the colors, please.
It's a nice contrast to the overall "blueness" of the site IMO.
#2600
Walkable areas should BE at least 3 pixels wide, I guess that's true for "unwalkable areas" as well.
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