Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - strazer

#642
To summarize: The effect you describe is caused by using a 16-bit room background image in a 256 color (8-bit) game. I think unless you downconverted your game from 16-bit to 8-bit, AGS should have told you that the room will be unusable.

To avoid this, make sure your image is in 8-bit format before you import it and be sure to re-import it if you lowered your game's color depth.

If Paint doesn't work for you, try using another paint program to save your image as a 256-color bmp.
#643
Please use descriptive thread titles next time.
#644
Glad I could help. No, I don't mind if you use my avatar in your credits.

Btw, the problem was that GUIs that are set to "Popup modal" pause the game when activated and by default no mouse clicks are processed when the game is paused (see on_mouse_click function).
#645
Just leave it at Normal and turn it off in the game_start function using
  gGuiname.Visible = false;
Then you can turn it on in this room.
#646
Try changing the translation GUI's visibility from "Popup modal" to "Normal" in the GUI Editor.
#647
Please post error messages in clear text so they show up in the forum search!
#648
Chris, shouldn't AGS handle this more gracefully?
#650
Where have you wrote the messages? Remember, the messages you enter in the "Global messages" pane start at 500.

Personally, I find it easier to work with scripts (add "Run script" action and enter
  Display("This is message 1");
  Display("This is message 2");
for example).
#651
Isn't there a "Stop running more commands" (or something interaction editor command you can put in there?
#652
There are two types of messages:
Each room can have messages 0-499 that are only available when the room is loaded. They can be edited from the "Room" menu in the "Room settings" pane, I think.
Then there are messages 500-999 which are available all the time, from all rooms and all scripts. These are the global messages and can be edited in the "Global messages" pane of the editor.

So what kind of message do you want to display and what script/action do you use to display the message?
I suspect that either the room containing your message isn't loaded or you're trying to display a global message and used the wrong message number.
#653
Thanks, I'm glad to hear it works for you!

As for the option in the editor, I think it only affects sounds linked directly to a view frame. But what this module does is check which frame is currently displayed, get the set sound number from its own "database" and play that, at a calculated volume (distance to player character). This allows you to have walking sounds in addition to any sounds you may want to link to the view frames. So using AGS's option probably won't do anything to the walking sounds. I'll have to check though, I haven't been scripting for a while.

Anyway, thanks again for your comments!
#654
Glad to hear it. You're welcome. :)
#656
Thank you, scotch.

Everybody, please continue any non-technical discussions about this topic in this thread in the Popular Threads archive.
#657
I suggest to use

Code: ags

if (guix > (system.viewport_width - gKarma.Width)) guix = system.viewport_width - gKarma.Width;
if (guiy > (system.viewport_height - gKarma.Height)) guiy = system.viewport_height - gKarma.Height;


instead so you don't have to change the numbers when resizing the GUI.
#659
In newer AGS versions, you can right-click on an empty area in the Sprite manager, then choose "Quick import GIF/FLC frames..." from the context menu.

Edit:

Oh, directly putting them in a view? Nevermind.
#660
Kinoko, in contrast to the plugin, this module uses new-style scripting exclusively and takes pointers as parameters, not numbers/IDs.
This allows you to use the new character pointers for functions, e.g.:
  int roomid = CharacterControl.GetRoom(cGeorge);

So change
  CharacterControl.GetRoom(CharID1)
to
  CharacterControl.GetRoom(character[CharID1])

(and the same for CharID2)
SMF spam blocked by CleanTalk