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Messages - strazer

#541
Just got around to testing this. Running it by itself or with any game produces

Quote from: AGS Linux v2.71
ags: error while loading shared libraries: liballeg.so.4.2: cannot open shared object file: No such file or directory

After I've installed the (Debian) liballegro4.2 package that contains this file I get:

Quote from: AGS Linux v2.71
symbol lookup error: ags: undefined symbol: _x_magic_screen_width

AGS Linux v2.70 still works fine. Any ideas?

Edit:

Nevermind, I didn't see your edit. Apparently I still had the dynamically linked version. Works now.

Edit 2:

I've encountered a problem concerning translation files with the StarGate Adventure game: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23288.msg325404#msg325404

Here's the setup file as distributed in the package: http://www.strazer.net/ags/acsetup.cfg
#542
General Discussion / Re: Content advisor
Tue 28/03/2006 22:44:32
Language

Sex

Violence
#544
Please post error messages in clear text so they show up in the forum search.
#545
AGS is case-sensitive. It's "Say", not "say".

character[0].Say("It is dark in there ! I cannot see anything !");
#546
By default, the INVENTORY GUI you see in the GUIs pane is not used in the game. It looks identical to the built-in one, but it's just a template. You need to change the script to use this GUI instead of the built-in one.
I don't have AGS with me right now, but I think there's a show_inventory function somewhere in the global script that you need to modify.
#547
AGS is case-sensitive:

region[X].Enable = false; // where X is the number of the region

character[NAME] // name has to be uppercase, or use cName as SSH says

character[0].Say("It is dark in there ! I cannot see anything !");

character[2].Walk(355, 245,eBlock, eAnywhere); // how did it not work? what did (not) happen?
#548
No. By default, whichever object's bottom y-coordinate is lower (further down) gets drawn in front. If you can't move the object, you can change that by setting specific baselines in the editor. The object with the lowest (further down) baseline gets drawn in front.
#550
There's an outstanding request on the tracker for an automatic cursor change but it has not been implemented yet.
And you can't currently get the position of the room edges (tracker entry), let alone check if crossing them would lead to another room.

For now, you would have to do everything manually, for example:

Code: ags

// room script

#define EDGE_RIGHT 300;


Code: ags

// script for room: Repeatedly execute

  if (GetViewportX() + mouse.x >= EDGE_RIGHT) { // if mouse over right edge
    mouse.UseModeGraphic(eModeArrowRight); // eModeArrowRight is a custom cursor you have to create in the editor
  }
  else mouse.UseDefaultGraphic(); // if not over right edge, revert current mode to its default graphic


You will have to tweak things depending on what control interface you're using (MI-style, Sierra-style etc.).
#551
Is it included here?: http://www.adventuregamestudio.co.uk/scifonts.htm (linked from the resources page)
#552
Glad you got it working now, but AGS probably shouldn't just crash like that. I'm sure when CJ (AGS's developer) sees this he will put a meaningful error message in the next version.
#553
No, I chose 1 second (40 game loops at the default game speed) just to be on the safe side. Good to know it works with 2 game loops as well. Anyway, glad I could help. :)
#555
http://www.adventuregamestudio.co.uk/manual/Random.htm

Code: ags

int a[5];
int b[10];

//...

int c = a[Random(4)] + b[Random(9)];
#556
Wait is a blocking function, I don't think that would work.

I remembered, the timer is set in number of game loops, not milliseconds, so 1000 game loops are 25 seconds, probably a bit much. Try changing
  SetTimer(1, 1000);
to
  SetTimer(1, 40); // one second
#557
The default restart point is set after the first room is loaded and all blocking functions (your intro) have run.

As of AGS v2.72 Beta 3 this has changed:
* Changed the default restart point to be just before the first room is loaded, in order to avoid problems with the restart point not working properly in some games.

If you're not using v2.72 yet, you could try to not let the intro start right away but start it after a timer has expired:

Code: ags

// script for room: Player enters room (after fadein)
  SetTimer(1, 1000); // wait a second


Code: ags

// script for room: Repeatedly execute

  if (IsTimerExpired(1) == 1) { // after the second has expired
    // run intro here
  }
#558
Ashen, some of your suggestions are already on the tracker:
- GUI label background color
- Set inventory control's background color
#559
Hi and welcome to the forums.

But please, you can do better than that! Post the entire error message and tell us, step-by-step, what you have done after downloading AGS.
#560
Ah, now this tracker entry makes a lot more sense.
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