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Messages - thezombiecow

#21
My compiled cut of the game is creating a warnings.txt file in the .exe's directory. It's very long, and gets bigger the longer you play, due to a harmless animating/ following conflict AGS is flagging.

I'd rather it wasn't happening, in all honesty. Is there a way to shut it off?
#22
Code: ags
player.Say("OK.";


should be

Code: ags
player.Say("OK.");


;)

EDIT: Oop, sorry, didn't see your edit.
#23
I'm using game.read_dialog_option_color, but sometimes it'd be nice to re-classify a previously-chosen dialog option as unread, so the player knows there's potentially new stuff by clicking it...

Is there a way to flip dialog options as read/ unread that I'm missing? A search brought up talk of it round 2.72... was it ever implemented?
#24
Grr! Naughty SetGameOption!

Thank yoooooooooooou!
#25
Is it possible to change 'Automatically move the player in Walk mode' in the game script?

I'd expect it to be in game., but can't see it... is it somewhere under my nose?

Cheers,

d
#26
What a frightfully clever workaround!

Big chocolate cookie for you, it works a treat! Thanks muchly ;)
#27
Quote from: Sephiroth on Sun 10/05/2009 19:07:25
Last advice if I can be useful for once ;)

Create a new script, you'll get two files, copy the following code to the .asc file:

Code: ags

function on_key_press(int keycode)
{

 if( Gui1.Visible == true )
 {
  PlaySound(1);
 }

}


Just replace Gui1 with the real name of your gui and please tell me if it works, because it does with me.

Nope, sorry, not a peep. :)
#28
It's a custom GUI, but nothing complicated.
#29
Quote from: Akatosh on Sun 10/05/2009 18:43:57
Well, the key press is already processed by the time the box is re-enabled. Does the code I posted work (if you put it into repeatedly_execute_always)?

Aaah, I see. Yes, but it lacks the elgance of an on_key_press. I'd still need an IsKeyPressed(null) equivalent to reset a 'play a sound' bool...

QuoteStrange, I can get a GUI with a textbox, type some text into it and when I press the "a" key it prints "a" in the textbox and plays a sound.

Weird. Maybe it is something I've set this end, then...
#30
Quoteon_key_press will be called whenever a key is pressed

on_key_press doesn't get called if there's a text box active, so that code won't work. You can pop whatever you like in there, and if the text box is active it won't get called. :(

Quote from: Akatosh on Sun 10/05/2009 18:20:38
I'm not sure if this is the most effective way of doing it, but a while loop should at least work. As in,

Code: ags

int i=0;
while (i<=90) {
if (IsKeyPressed(i)) {PlaySound(42); i=90;}
i++;}


Yeah, my current work-around is similar to that:

Code: ags

function repeatedly_execute_always()
{
	int i = 0;
	while (i < 200) // 200 is temp... will work it to whatever this eventually needs to be ;)
	{
		if (IsKeyPressed(i)) {InputBox01.Enabled = false;}
		i++;
	}
}

function on_key_press(int keycode)
{
	PlaySound(105);
        InputBox01.Enabled = true;
}


Unfortunately InputBox01.Enabled doens't get reset in time to read in the key press, so the sound plays perfectly, but the box won't update with the added char.

EDIT: I'm still looking into this, but it seems on_key_press is being picky. If I use this as a tester:

Code: ags

function repeatedly_execute_always()
{
	int i = 0;
	while (i < 200)
	{
		if (IsKeyPressed(i)) { InputBox01.X++;}
		i++;
	}
}

function on_key_press(int keycode)
{
	PlaySound(105);
	InputBox01.X = 0;
}


... the InputBox moves off to the right as expected, but doens't ever get reset to 0... hang on, still looking into it ;)
#31
I'd like a sound effect to play whenever the player pressed a key into a textbox.

It seems on_key_press doesn't get called if there's a textbox active, so that's out. What I need is the equivalent to:

if (IsKeyPressed(eKeyANY))
{
PlaySound(42);
}

...except eKeyANY doesn't exist... Is there a sensible way of doing that??

cheers,

d
#32
Most indies use Plimus or BMT Micro to sell games, don't know about tutorials and stuff but technically the theory's the same.

There are endless boring debates over at indiegamer.com about which is best. I use Plimus and haven't really had a problem, although by the time they take their fees and paypal take their's, you're always going to be left looking at a slightly smaller pie.

When I started selling games, you couldn't do it through PayPal alone - they had some condition about not being used to sell digital goods. I notice people are doing that now, so maybe their T&Cs have changed...
#33
QuoteFriends?

Of course! ;)
#34
QuoteBut I'm wondering why you're being told to even do that. Do you use door in any other room? If not, just keep it at the top of your room script.

I was only really suggesting it as a quck test to see if setting it at the top of the room script is somehow continually resetting it to 0...

I'm not in front of AGS, so I can't test this end. I wasn't expecting it to turn into a big thing. ;)
#35
Define door as a global int in the GlobalVariables section in the right panel...
#36
Quotei defined door at the top of the room script.

Aah, well I think that's possibly your problem - I'm not in front of AGS so I can't check, but it might keep on getting reset to 0 every tick...?

Try using a Global Variable, and see what difference that makes...
#37
I thought they were both pretty weak. TLJ gets better, and is interesting at times but ultimately quite dull.

Dreamfall isn't an adventure game, it's a conversation-'em-up. Walking and talking and running from A to B.
#38
General Discussion / Re: Programming
Fri 24/04/2009 11:01:14
Quote

void MyMethod(params string[] names)
{
    foreach (string name in names)
    {
         Console.WriteLine("The Name is:{0}.",name);
    }
}

MyMethod("bob", "tom", "harry");
MyMethod("bob", "tom");
MyMethod("bob");

I'd play that game!
#39
What happens if you set door to 1 here:
Quote
function closeddoor_Interact(){
cEgo.Walk(70,230);
door = 1;
}

?

Also, where are you defining int door? Is that at the top of the GlobalScript, or set up through Global Variables? Make sure it's not getting reset to 0 every tick somewhere...
#40
General Discussion / Re: Programming
Thu 23/04/2009 14:49:52
QuoteAll the anti-M$ crap has clouded a lot of people's minds IMHO.

This is completely true. C#/ XNA are so incredibly user-friendly, powerful and beautiful. It's also insanely easy to make something look genuinely special with bloom and scaling and what-have-you. For indies/ homebrew guys, it's an absolute godsend. It's like Allegro++.

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