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Messages - strazer

#581
Look, the Music and Sounds folders only exist so the game source folder doesn't get clogged up.
When your game is saved/compiled, sounds get compiled into the game exe, digitial music will be bundled into the music.vox file.
Everything you need to distribute the game (except video files) will be put into the Compiled folder.
#582
Yeah, the title is not very good. If only I could change it... *hint* *hint* ;)
#585
Quote from: Pumaman on Sat 14/01/2006 22:47:30
* Added system.Version property to return a new-style string.

Is it me or this nowhere to be found in the manual yet? It still refers to system.version. FIXED
#586
Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=560

Quote from: Pumaman on Mon 20/02/2006 20:06:48
Game.Name -- a new property to get/set the game name (ie. the name in the titlebar) is a good idea, should really be in already
Game.FileName -- a property to get the exe file name, I can see how it would be useful for use with RunAGSGame, so I'll look into it.

Tracker'd:
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=562
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=563
#587
I use Linux. Trying to run a test game with a plugin command in the global on_key_press function, it doesn't even start up and just says:
Quote
Script link failed: Runtime error: unresolved import 'ccStopExecution'
#588
The game authors are responsible for maintaining the download links.
Contact the Crazy Mansion author and tell him to update the download link.
#589
Everything you need to distribute your game is in the compiled folder. You shouldn't put anything there manually, AGS puts everything you need in there by itself (except movie files).
#591
Can you clarify what's going wrong? When does his view change? When walking? When talking? Do you change the player character's views somewhere?

Also, is that your entire dialog_request function? Because there's a brace missing or misplaced:

Code: ags

#sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request (int xvalue)  {
  if (xvalue == 1) {
    cDevil.SetAsPlayer();  //sets devil as the playable character
  } // this brace closes the if-clause
} // <- this brace closes the function
#592
Try a forum search, this has been asked many times in the past. The BFAQ might also have something on this.
#593
Are you talking about the americangirlscouts.org server? Contact AGA.
#594
Yeah, it was a bitch to convert it in the first place and keep all links working so I certainly won't do an update. And I agree the chm is easy enough to navigate.

Maybe for the people who need something that can more easily be printed CJ can implement something for the online version that presents everything on a single page.
#595
It's for v2.70 only: http://www.adventuregamestudio.co.uk/acres.shtml ("AGS Manual as single file")
#596
dkh, s/he was probably typing when I updated CJ's post with the link.
#597
And it only supports uncompressed PCM format wave files.
If you download stuff from the internet, oftentimes they're compressed with ADPCM or something. You can use (for example) Audacity to save them back to uncompressed PCM format.
#598
Try disabling sound and music anyway just to be sure.
#599
Gilbert, according to the manual:

"Note that this function will only return 1 once - after that, the timer is placed into an OFF state where it will always return 0 until restarted."

So ktalebian, put IsTimerExpired in the repeatedly_execute function and restart the timer there.
#600
Yurina, posting questions about how to get certain versions of the engine (i.e. games) running on various operating systems are okay, I think. For more recent games the announcement thread in the Completed games forum is an option, too.

But you're right, questions about how to actually play a game belong in the Hints & Tips forum.
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