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Messages - strazer

#661
Advanced Technical Forum / Re: SUGGESTIONS
Fri 13/01/2006 00:07:33
Elliott, instead of mocking him, you could explain to him why you think they are not needed.
#662
Btw, it's "Environment", not "Enviornment"... :P
#663
Tracker'd:

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=554
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=555

Edit:

AGS v2.72 Beta 1:
* Added ListBox.ScrollDown, ScrollUp, RowCount, HideBorder and HideScrollArrows. Added "Hide scroll arrows" setting to listboxes in GUI editor.
#664
Advanced Technical Forum / Re: SUGGESTIONS
Wed 11/01/2006 21:41:14
1.) Just to clarify: When you give a view a name in the view editor, AGS makes this name a defined term that you can use instead of the view number. Each time you use this term in script, it is later automatically replaced by the actual number of the view when the game is compiled.

So if you name a view FLYING, for example, you can use
  player.ChangeView(FLYING);
instead of directly supplying the number of the view.

The name can contain numbers, but that has nothing to do with the actual index of the view.
#665
You can upload it for us to download or send it to CJ via e-mail: ags@jibblers.plus.com (Please attach a link to this forum topic).
#666
Unfortunately, you can't turn the startup point off (yet).

One way is to let someguy say hello before running the dialog(s):

  cSomeguy.Say("hello");
  RunDialog(1);
#667
Defining variables in the header creates separate instances of the variable for the global script and each room. Changing the value from within a room script then doesn't affect the variable in the global script.

So if you need global variables, define them in the global script, export them and import them in the global script header.
#668
You have to export variables first so you can import them:

// main global script file
bool PlayerIsOnSkip;
export PlayerIsOnSkip;
#670
I'm not sure if += works with properties correctly, so try
  a_envoverlay.X = a_envoverlay.X + Random(speed);
#671
I think my way is more simple and elegant, but yeah, both will do the job just fine.

Btw, when you import my module and change your on_key_press function from
  function on_key_press(int keycode) {
to
  function on_key_press(Keycodes keycode) {
the list of available keys pops up once you type
  if (keycode ==

But of course even without these modules, for normal keys you can simply do
  if (keycode == 'A') { // if key A or a pressed
#672
monkey: It's AGS_NEW_STRINGS and I don't think it will work since the #ifdef/#ifndef stuff only works at compile time and is not recognized by the autocomplete.

Radiant: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=177
(and check your PMs please)
#673
Please try to explain your problem in more detail. I'm not sure I understand what you're after.
#674
I mean the "Start in" field but I don't know anything about Inno Setup, sorry.
#675
Try right-clicking the game link on the desktop, click Properties and make sure the working directory field is set to the game's folder.
#676
That's not directly possible at the moment although like most things it can possibly be worked around with some effort, using a custom inventory window or whatever.

But it's on the Bug & Suggestion tracker, so be sure to add your comment.
#677
- AGS itself is closed source (see FAQ, bottom of page).
- Currently there are runtime engines for Windows, Linux and Mac (see Tech Forum).
- No other ports are planned (search forum for discussions about handheld PC ports etc.).
- The editor can be used on Linux with WINE (that's how I develop since I run Linux exclusively)
- Games using plugins only work on Windows, so avoid them.
#678
Adventure Related Talk & Chat / Re: New Banner
Thu 05/01/2006 00:22:39
Internet Explorer doesn't do alpha-channelled PNGs by default so it will look ugly unless you use a workaround.
Actually, I proposed the same thing to CJ more than a year ago:

Quote from: strazer
The gap between the games montage and the ags logo in the website banners really bugs me.
I figured you must have missed my suggestion in the "Choose the AGS website of the future" thread, so I've decided to pitch my idea again:

I'm sure the banner looks good in 800x600 resolution, but in 1024x768 (which I'm sure a significant number of users surf with) and higher, there is an ugly blue gap between the montage and the logo image.

So I had the idea of making the games collage "loopable", so it can be tiled as the cell background.
Check out this demo I've made to see what I mean:
http://www.strazer.net/ags/website01.htm

Note that I used an old crappy-quality games image that just looks better tiled than the current one. Didn't want you to dismiss the idea just because it looked  wrong... :)
If you decide to go with this solution, I would suggest to contact the creator of the current banner to make a tileable version.

This approach has the following advantages IMO:

- The banner looks great & colourful in all resolutions
- The montages can be reused, even if the website design changes again (I know, not for a few years, but you get my point)

The only drawback I can see is that the size of logo image is now 23kb instead of 6kb. But keep in mind this image won't change and is cached by the user's browser so will only be transferred once.

I'm sure you can figure it out by yourself from the page source code, but let me tell you what I did:

- Changed logo to PNG format and added transparency to the left side (and moved it a bit to the left so there's a bit more space on the right)
- Tiled the games image in the table cell
- Put the names of the displayed games in the title-attribute of the cell
- Added title-attribute to the logo image ("www.adventuregamestudio.co.uk") so you instantly know where that link takes you
- Changed cell background color from black to #6699CC (light blue)
- Changed table cellspacing from 1 to 0. Looks a lot better IMHO

I don't think the games should be clickable at all, unless the link takes you to the game pages.

To get the Internet Explorer to display the PNG correctly requires a workaround:
I've added the required CSS command at the top of the demo, but you can add it to the site.css later.
Then just save this script to where the CSS command points (I'd suggest /pngbehavior.htc for example).
(I've modified it so you don't need an extra blank.gif, so take this one).
Read all about the script here.

I've tested the demo with both Internet Explorer 6 and Firefox 0.8. Both display it perfectly.
#679
Code: ags

  if (GetGraphicalVariable("Switch") == 1) {
    SetGraphicalVariable("Switch", 0);
    DisplayMessage(71);
  }
  else {
    SetGraphicalVariable("Switch", 1);
    DisplayMessage(70);} 
  }


So you don't actually need an object for the switch. You could just draw a hotspot onto the background image where the switch is and add this code to its interact event.
#680
Quote
// room script file
// script for object: Interact with object

You can't just write the code into the top of room script. How should AGS know when to execute it? You first have to create the event function that will contain the code with the interaction editor:
Select the object in the room editor, click the "Interaction..." button, select the "Interact with" event and add a "Run script" action from the drop-down list.
Then click the "Edit script..." button and paste the code in there.
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