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Messages - strazer

#561
If you're talking about normal animations, not walking animations, you can check the "Run next loop after this" checkbox in the view editor to create a long animation. Do you have problems with looping these? What version of AGS are you using?
#562
Sweet! Thank you so much, Shawn!
#564
Please don't quote the whole post directly above yours. This makes reading the thread easier. Thanks!
#565
Apart from writing your own dialog system, it seems it's not possible at the moment. At least I couldn't get the first workaround mentioned in the tracker entry to work. I'm afraid you'll have to wait for this to be implemented.
#566
For this type of question, please write a personal message instead of digging up old threads. Thank you.
#567
You mean it animates once, then goes back and stays at the first frame?

The animation should loop automatically and it would be news to me if it only supported 5 frames. Are you sure you've set up the view correctly? All 11 frames are in loop 0 of the view? And the view number is correct?
#568
Have you unchecked the "Only when over a hotspot or object" and "Only when the mouse is moving" checkboxes?

Also, do you change to the Wait mode manually anywhere in your script? I'm not sure if mouse.UseModeGraphic for example supports animated cursors.

Please give us a step-for-step description of what you've tried so far.
#569
I think rooms can have their own on_mouse_click function. So you could try something like this:

Code: ags

// room script

int somevar;

function on_mouse_click(MouseButton button) {

  if ((Character.GetAtScreenXY(mouse.x, mouse.y) == cThecharacter) && (button == eMouseLeft) && (mouse.mode == eModeTalkTo /* or whatever you named the mode */)) { // if mouse is over the character and left button is clicked in talk mode

    somevar = 2;

  }

}
// the global on_mouse_click function will automatically be called afterwards


Of course it would be easier if you just used a global variable instead.

Edit:
Added check for left mouse button.
#570
Sure, just place him or let him walk to outside the visible room area. You have to use the eWalkAnywhere parameter of the Character.Walk function (check the manual) so he can walk on non-walkable areas.
#571
Ah, would your "hack" work then?:

Quote from: SSH on Sun 11/12/2005 08:56:54
Code: ags

string x;
StrCopy(x, "WHAT I WNT TO SAY");
old_function(x);

#572
This particular problem is probably with the provided demo game than with the plugin itself.

http://www.adventuregamestudio.co.uk/manual/UpgradingTo271.htm :

Quote from: AGS ManualBackwards compatibility

In order to maintain backwards compatibility, a new "const" keyword has been added. This applies only to old-style strings, and allows them to interoperate with the new ones. A new-style String can be passed to a function that expects a "const string" (which means that it will not be allowed to change the string's contents), but cannot be passed to a function that expects a "string" (since it could overwrite the string data and mess things up).

So, you may find that any custom functions you have that take a string parameter stop working. If this is the case, change the parameter from "string" to "const string" and that should fix it.

Apologies for the inconvenience, but this is the only way to allow new Strings to interoperate safely with old-style strings.

So this error message should go away once you update the demo's code.
#573
For the record, there is no Mac or Linux version of the AGS Editor (yet?), only the runtime engine so you can play games.
#576
You're welcome.

But what did you do differently this time that it suddenly worked?
#577
Check the BFAQ:
Quote from: BFAQ
Close AGS, and then delete any files named "agsfnt??.wfn" or "agsfnt??.ttf" files from your game's main folder. Then, restart AGS and load up your game. Voila! Back to the defaults.

A newer and much easier way is to click the "Revert to defaults" button in the Fonts pane of the AGS Editor. This will revert the font choices to 0, 1, and 2 (the original SCI fonts) and will DELETE all the other fonts. As fonts above #2 are deleted, make sure you did not refer to any fonts other than 0, 1, or 2 in your game, or you will need to fix pesky crashes in your game yourself.

To be on the safe side, I suggest moving the files out of the folder instead of deleting them right away.
#578
Quote from: Wretched on Mon 13/03/2006 05:40:12
(...) especially nice would be if the script editor reopened scripts at the same place as they were last closed.

Already on the tracker: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=320
#580
If you activate the "Resources split every Mb" option in General settings, the game exe will be split up into several parts, like this:
  gamename.exe
  gamename.001
  gamename.002
  gamename.003
and so on. Now you could rename the videos gamename.004 and so on and hide them among the other files.

I think this approach is good enough to avoid casual players finding the videos too easily. If they find them, decide to watch them and get spoiled, it's their loss.
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