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Messages - strazer

#2601
Good point. :P
I just assumed that the loops for the next directions would automatically be moved down if you decided to lengthen the animation for a particular direction.
#2602
I wouldn't send an e-mail.
I think Chris only browses the Technical forum, you can pm a moderator to move this thread there.
#2603
RAD Video Tools (Smacker) can convert to FLC too.
#2604
Quoteas soon as I run the .bat file, it tries to run each program after another without waiting for the previous one to end

Using CALL will wait for a batch file to finish before continuing, I don't know if it works with exe's:

echo 0 > check.dat
call spygame.exe
call shootergame.exe
del check.dat
echo 1 > check.dat
call spygame.exe
del check.dat

?
#2605
I don't think my answers will be of much use to you right now.

I suggest you read this, then read all sticky threads in the beginner's forum and check out the manual.
#2606
QuoteI havent created a GUI and have no idea how.

As I've written before: Open the editor, on the left side select "GUIs", press button "Create New GUI"

QuoteHow can I just have diffrent color texts for diffrent people and objects with no box around the text. Thats all I want really.

I don't know if this is available in the interaction editor but with script, you would use the DisplaySpeech function.
Just select "Run script" in the interaction editor and write

DisplaySpeech(EGO,"That's my bed.");
DisplaySpeech(EGO,"Don't wanna sleep now.");

in there.
You can set each character's talking color in the "Character" section of the editor.
#2607
QuoteNumber one I notice when you see display messages its black letters in a white box....kind of boring. How do you have like blue or orange or diffrent colorr text displays with no box in the background.

You have to create a new GUI which you can use as the text window.
Open the editor, on the left side select "GUIs", press button "Create New GUI". Activate the new GUI's "Text Window" checkbox.

Now select "General settings" on the left. Check "Text windows use GUI [  ]" and enter the number of the GUI you have created.
You can now format the GUI to your liking.

QuoteAlso how do you have continuous text messages, so like it would say thats my bed (end) Dont wanna sleep now (end)??

Add more actions in the interaction editor?
Right-click "Look at hotspot" for example, then select "New action...".
#2608
Ok, the error message is:

(global script line 50)
Error:Display Message:Invalid Message Number to Display)


Notice it says there is an error in your script, line 50. I need to take a look at that line, so you have to post it here.

Here are the steps:

- Open the AGS editor
- Open your game
- Click on Script at the top of the editor window
- Click Edit global script...
- In the newly opened window, scroll down until you see line 50 (all lines are numbered on the left side)
- Highlight the entire line 50 with your mouse
- Press [CTRL]+[C] on your keyboard
- Come back here and compose your message
- Press [CTRL]+[V] to paste the copied line into your message
- Post reply
#2609
I assumed as much.

I like the idea of locations in general.
However, wouldn't you have to keep track of which location is for which object?

If walk-to points for hotspots are still available then, I would use locations for objects exclusively, i.e. location number = object number, like

...
// script for object0: Look at object
MoveCharacter(EGO,GetLocationX(0),GetLocationY(0));
...


That reminds me: How about a ME function (or THIS or whatever) that returns the number of the hotspot/region/object/character/etc the current function belongs to? It would look like

MoveCharacter(EGO,GetLocationX(Me()),GetLocationY((Me()));
#2610
Ok, so open up the global script (menu "Script" / "Edit global script...") and copy line 50 (see left side of window) here.
#2611
Advanced Technical Forum / Re:acwin exception
Sat 03/04/2004 19:07:00
Is there a list somewhere where some of these numbers are explained?
It would help us (to help other people) in case you are not around.
#2612
Room files have to be named "roomX.crm", not "room-X.crm" (X being the number of the room). So first, rename "room-1.crm" to "room1.crm".

The reason it worked before is because when you start a game, by default ego's starting room is "-1", meaning NO room. In your case the room number "-1" existed, so it worked fine.
You probably changed ego's starting room to "1" recently. Now it searches for "room1.crm", that's why you get kicked out.

After the renaming you should be able to post the error message of your first problem.
#2613
repeatedly_execute is usually called 40 times a second, so your SetCharacterIdle is constantly executed, thus the idle animation has no chance to run.
The reason the animation plays when a message is displayed is because repeatedly_execute is halted when the game is blocked.

Just put SetCharacterIdle in "Player enters screen (before fadein)" once. The idle animation will be played automatically/repeated, depending on the delay you specify.

As for the repeat only playing the second loop, it's probably a bug. I guess noone has ever used a long enough idle animation for this behavior to be noticed.
#2614
General Discussion / Re:newbie saying 'hi'
Sat 03/04/2004 00:12:42
Hello and welcome from a semi-newbie! :)

I'm planning to make the switch to Linux myself in the near future so thanks for the info. I wasn't sure if AGS would run smoothly or not.

Are you using the Linux interpreter or Wine to play games?
Does the editor work in Wine? Any hiccups?

Thanks and enjoy your stay! Lovely people around here.
#2615
Hi again!

I'd like to express my interest in the implementation of walk-to points for objects. They are mentioned in the future.txt so this must have been requested before.
I would rather use GetObjectPointX and GetObjectPointY than having to write fixed values in my code.

Thank you!
#2616
Critics' Lounge / Re:A walkcycle
Fri 02/04/2004 19:55:38
Here's my take:



Dropped 3 frames, rearranged the rest,  added 1.
New frame order is: 5, 2, 3, 1, 4, (reversed3)

Edit: Updated URL
#2617
Critics' Lounge / Re:Glass ?
Fri 02/04/2004 19:20:59
QuoteLooks distorted as I made it bigger with the img tag , right click save as to see normal.

You have to use the correct height and width attributes to display it correctly:


[ img width=640 height=400]http://12.22.230.41/MicroTech/Hosted/Files-A/pawn2door_open.png[/img]
^ remove space


results in



IMO the reflections should be more irregular and extent all the way to the edges where the glass ends, not just be concentrated in the middle.
Good job! I particularly like the floor.
#2618
Hi!

Is there a particular reason why SetDefaultCursor doesn't work after the mouse cursor has been changed with ChangeCursorGraphic?
It seems to work with the SetMouseCursor function only.

Currently I simply use another ChangeCursorGraphic to change the cursor back, but I'd like to use as little code references to sprite slots as possible.

Thanks
#2619
General Discussion / Re:AVI to MPEG?
Fri 02/04/2004 02:30:08
TMPGEnc is widely considered to be one of the best (if not the best) mpg encoders around.
#2620
a-v-o posted the basics for the following in the german ags forum:

Top of script:
--------------

int pause=0;
int speakline=1;

(Room's) repeatedly_execute:
----------------------------

if (pause > 0)
   pause--;
else {
   if (speakline == 1) {
      DisplaySpeechBackground(MAN,"Hello!"); // Display dialogue line in background...
      pause = 2*GetGamespeed(); // ...then set pause for x number of game loops (here: 2 seconds)
   }
   else if (speakline == 2) {
      DisplaySpeechBackground(WOMAN,"Hi!");
      pause = 3*GetGamespeed();
   }
   else if (speakline == 3) {
      DisplaySpeechBackground(MAN,"Goodbye!");
      // End of conversation
   }
   else {
      speakline = 0; // Repeat above conversation...
      pause = 3*GetGamespeed(); // ...after this delay
   }
   speakline++; // Display next dialogue line next time
}


Should work, but I haven't tested it yet.
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