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Messages - subspark

#181
I would like to see a simple lock objects position feature for the room editor. I'm always dragging my mouse a little when selecting them and can rarely get a stationary lock on the darn things! ;D

Seriously though, it's as frustrating as a nail in the eyeball. >:(

Cheers,
Paul.
#182
Yeah I hope such a trivial feature makes a 3.3 beta.

Cheers,
Sparky.
#183
Sorry to not answer your question, Mode7, but I'm still hanging out until the prevalent issue that "DirectX9 simply does not yet do what DD5 does." is being brought forward as a major development priority. I mean DirectX 9 mode doesn't even play our background animations properly. They pause, hop and skip, depending on what we're doing with our mouse modes. DX9 should really be doing everything DD5 can and more but better!

:=

In all fair honesty though, it seems very much so that DirectX 9 mode is roughly 55-65% functional right now in terms of all registered graphics features that were set for previous DD5 AGS versions. SO.. Please tell us you've got a surprise waiting for us on next release, Ceej! ;D

I'm just dying to switch our low-res game over to the ultimate would-be unbreakable DirectX 9 mode! Oi Oi Oi !! :D

Cheers,
Sparky!
#184
Fixed. Cheers guys. ;)
#185
Hey guys, I have this annoying issue with button sounds and GUIS.

First off, I have a gMainMenu which comprises of a series of buttons that show up in room 2 (the menu screen).
Now I have this check for the speech.vox file like so:
Code: ags
if ((IsSpeechVoxAvailable() == 0) {
//show warning gui
}


I have set up the message so that you click the mouse down to hide it.

Now my big issue:
The problem is that if you click down to hide gMessage GUI where the gMainMenu lies behind, when you release again, the mouseUp sounds linked to the buttons on gMainMenu play.
I still want all the hilighting going on with these buttons when the mouse is still down after clicking away gMessage but I just want to avoid their mouseUp sounds in this one case.

In Repeatedly_Execute_Always in Global Script:
Code: ags
  if (gMessage.Visible == true) // If the message window is visible
  {
    if ((mouse.IsButtonDown(eMouseLeft) == true) || (IsKeyPressed(eKeyEscape) == true)) // If the player hits escape or left clicks mouse
    {
      if (lblMessage.Text == "The game's ~Speech Pack~ is MISSING! Subtitles have been ~enabled~.") // If the message is about a missing speech pack
      {
        dlgOption=2;
        lDialogOptions.Text="Subtitles Only";
        SubtitleSpeedLabel.TextColor=48429;
        bSubtitleSpeed.Enabled=true;
        lDialogOptions.Text="Subtitles Only";
        bSubtitleSpeed.NormalGraphic=865;
        SetVoiceMode(eSpeechTextOnly);
      }
      else // If the message is about something else
      {
      // do somthing different
      }
      // Disable The Message
      lblMessage.Text = "NULL";
      lblMessageShadow.Text = lblMessage.Text;
      // Re-Enable Menu Buttons
      if (IsLoadFrozen()) UnfreezeLoadGame();
      if (IsSaveFrozen()) UnfreezeSaveGame();
      if (IsMenuFrozen()) UnfreezeMainMenu();
      gMessage.Visible = false;               // close the message box and
      gDarken.Visible = false;
      lblMessage.Text = "NULL";
      lblMessageShadow.Text = "NULL";
      UnfreezeMainMenu();  // re-enable all buttons in  gMainMenu
    }
    // otherwise re-enable clicking in the main menu
    else {}
  }


Any help would be kindly appreciated. Also if you need any more code to try and figure out what some of the functions are doing, please let me know and I will supply it.

Cheers,
Sparky. ;D
#186
I think having an OnRelease property to go with the OnClick one in the GUI events pane would be extremely useful.
You could effectively create a two-step function this way. For example you can click down on mouse to fade out a GUI, and then release the mouse to fade another in. ^^
It would save many lines of mouse state checking code.

Cheers,
Sparky.
#187
My point exactly, Garage. Hit the nail on the head buddy. ;)

Cheers,
Sparks.
#188
BUG? If two or more animating object's baselines is set to a variance smaller than 4 pixels, the animation of all objects behind the closest one one will pause indefinitely.

Cheers,
Sparky.
#189
QuoteThe whole dat thing in my personal opinion is just uterrly pointless in my OWN opinion.
Oh, you mean pointless as officially supported? I can see where your coming from indeed, however CJ has always maintained a high level of security to protect project data and I personally think a data management/protection system would compliment that motive and offer better protection right out of the box.

Cheers,
Sparky.
#190
QuoteI *do* think it would be excellent to have a custom resource file format to "hide" custom data files that could be accessed through File functions or by a module

I've suggested this once before, but it would be totally kick-ass if AGS could allow users to customize their own data packages. A container file with a custom three-letter extension could be entered into the properties pane and on compile, the data files get encoded and dropped into the compiled folder.

I've always welcomed the idea of user customization in concert with security.

Cheers,
Sparky.
#191
Quotethe code will need some heavy editing to generalise it. Currently it only works for a single character so it needs generalising but the basic idea is there.

That's cool dude. I've already begun customizing it and filling the system out with additional features. I never would have been able to begin from scratch though.

Sparky. :)
#192
That code ain't messy either!

Calin, why is it that you have a solution to everything? Now I can work on Paracosmo again... YAY!

Sparky sends a big whiskery man-kiss your way! :-* Oh wha? You didn't want..? Too LATE!
I just planted a schloppy one right on your left cheek!! - Whichever one you think of first... :=

Sparx.

PS: You seriously kinda rock, dude.
#193
You know, I always find it a little bit frustrating that AGS still provides 3.1 style handling for the speech audio type.
I would KILL to see full speech support become an integral part of the new 3.2 audio system. :D

EDIT:
QuoteIt's a pretty tall order, but I would love it if lip-sync for LucasArts speech was implemented.
This doesn't sound like a tall order at all. In fact, if what you say is true, I'm shocked that lip syncing for LucasArts style speech was never implemented.
No wonder I was having such a bullshit time with Pamela on my now abandoned game. ;D
Back then, I used a variety of handy Photoshop + Audio tools to make some awesome 640x400 LucasArts style character lipsync, but AGS chewed it up and spat it back out. :'(

Anyway, me hopes that the requested feature gets the attention we fellow know it deserves.

Cheers,
Sparky.
#194
Thats more like it. I went with the second option because the two specific and only inventory items get used together in the next room rendering the bool useless.

I'll pipe your code into the game no and give it a whirl. :D

Cheers,
Sparky.

EDIT: Works great Ryan. Thanks for the assistance.
#195
Huh?  :)

Agrees about the cup contents, btw.
Sparky.
#196
QuoteRooms would definately need folders.
Agrees and seconds this.

Sparky.
#197
Hey guys,

I was trying to add a counter for players so that they must grab 2/2 items before proceeding. Once the last of the two items is collected you can no longer return back the way you came. There is no enforced specific order in which the items should be collected either which is why a simple counter should suffice.
Having said that, I'm having difficulty writing the code for it.

I've tried:
Code: ags
ChamberItemCounter +1;


...and also tried:
Code: ags
ChamberItemCounter = +1;


But all this returns an error.

I'm too uncertain to use:
Code: ags
ChamberItemCounter++;
because I'm not sure if that will keep counting and crash the game?

I know this sounds stupid. I just need a push in the right direction.

Thanks in advance, guys!
Sparky.
#198
Quoteas with the splash screen's tagline, this is something that can be continually added to over time.
The splash screen loads/disappears too quickly for me to be of any tipping use. Incidentally, CJ, are you still considering taking me up on our new AGS 3.3 splash screen I designed for you a couple of years ago?

To refresh your memory:


You should still have the PM with all necessary files/icons, chief!

Cheers,
Sparky.
#199
Ahh thanks for clearing that up, Snarky. Good to know man thanks. :)

Cheers,
Sparky.
#200
Unfortunately, bad news, Joel. Graphics drivers for Windows Vista and above do not allow resolutions lower than 800x600 anymore. This was a decision likely made because of the little demand for it these days with a variety of HD displays readily available for practically any consumer.

Great for the PC market, not so good for nostalgia, as the way things go.
Anyway I had a look into your mouse issue and (others please feel free to correct me if I'm wrong) its likely to do with your version of DirectX. Have you recently upgraded to DirectX 11?

I had a similar or possibly the identical issue where my AGS games would freeze up and only 'play' if I clicked outside of the window (they actually ran in the background yes! - but after an upgrade I could not re-create the bug :'() and this turned out to be due to having an older DirectX version running on the latest Nvidia drivers. Don't know why there. ???

Good luck in finding a solution. When all else fails, I usually just go and run as many graphics/Windows updates as I can.

Cheers,
Sparky.
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