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Messages - thezombiecow

#41
If not, you could slap something like this in the Global Script's repeatedly_execute_always function:

Quoteif (cEgo.View == cEgo.SpeechView)
{
  gActionBar.Visible = false;
}
else
{
  gActionBar.Visible = true;
}

What that says is 'if the character's set to speech view, hide the action bar'.

Bear in mind though that you'll have to account for every possible situation in-game, so if you have more than one speech view, or want it to not happen sometimes, you'll need to slap some extra conditions in... so in conversations the ActionBar will presumably popup if you're playing any animations, or while the player's choosing a response. For those though, you could slap a gActionBar.Visible = false/ true by hand to cover it.

:)
#42
You don't need a space in cEgo.ChangeRoom (2); but I doubt that's causing issues.

Select the newgame button by clicking on it once in the GUI editor. Then click the lightning icon down the bottom right - in OnClick it needs to have a link to newgame_OnClick, or it won't call it in the Global Script. If you've put that code there yourself, rather than having it auto-generated by AGS, the two won't necessarily be linked. Click the ... button to auto-generate a 'definitely right' function, and delete yours.

ALSO: functions are case-sensitive... so it should be

Quotefunction newgame_OnClick(GUIControl *control,  MouseButton button)

... if your button name is all lowercase (ie newgame not NewGame) ;)
#43
Quote from: Nikolas on Tue 21/04/2009 15:49:33
Well...

Xp X64 doesn't seem to like winamp AT ALL!

So I was wondering if there was another player, similar to winamp (which I really like) and able to play ogg files, amongst everything else. (inclusive of 24-bit audio files, which WMP does NOT like either! Geez the problems that us musicians face!  :=)

Not sure what you need it for, but if it's just playback I use VLC for lots of stuff.

??
#44
Thanks guys. Nice to know I'm not missing something simple.

The overlay system seems nice, but I'm slightly nervous about using it at this stage. I might keep tweaking and see what I can come up with.

I'm currently struggling to convert from ttf to .FON via bitmaps - everything's coming out oversized and out of place one I import it into AGS. Is there a well-known procedure for this?
#45
Was anything ever done about this?

QuoteThe spaced out sentence is the way AGS displays outline fonts right now. it's not too bad, but the longer the sentence, the worse it gets.

Basically, I've got a lovely .ttf font in use, but auto-outline isn't quite thick enough to render it readable in all colours on certain backgrounds. Ideally, it'd have a 3+ pixel outline thickness.

I've tried making my own outline font, but instead of centering the specified outline font directly behind spoken text on a per-character basis, it does so simply as a larger font... so I get the issue as described above in 2003; at the start of a sentence the two fonts are aligned, by the end they're well out of whack as the outline font is larger...

Is there a known workaround for this that I've missed?
#46
Whoops sorry, quoted instesad of editing!

:)
#47
I tend to stick a camera character in the room, like cMapCamera. Make it invisible on room load with cMapCamera.Transparency = 100;

Then you can:

cMapCamera.SetAsPlayer() whenever you like to cut to that room, and cPlayer.SetAsPlayer to return to your chappy.
#48
You can use screenshots, regardless of copyright and ownership, as long as its use falls under 'criticism and review'.

What that means is that using screenshots as an accompaniment to an article that in some way analyses the subject, you're fine.

So technically, screenshots of the AGS editor in a 'how to use AGS' article would be illegal. Screenshots of the editor in an article called 'why AGS is awesome' is fine.

What's more, you could use screenshots in a plain 'how to use AGS' article as long as the article contains even the teeniest element of criticism & review. So if it started with "I love AGS, here's how it works..." you're technically fine to use copyrighted images without the permission of the owner, links, expression of copyright ownership etc etc.

#49
Um... looks like plain 3.1.
#50
Aaah I see. Yes, I've tried setting it all over the place to be honest - it doesn't get actioned...
#51
Quote from: Gilbet V7000a on Fri 13/03/2009 00:50:52
Hmmm When bFadein is set to true, did you set the value of dantrans to match the transparency of the character accordingly?

I'm not quite sure what you mean, but I'm fairly sure yes.

Having looked into the issue a little more, I think character.Transparency isn't getting updated by AGS in the same way as previous versions:

As such, the code above needs to be re-written as:

Code: ags

function room_RepExec()
{

  if (bFadeIn)
  {
       if (cDan.Transparency > 0) 
      {
        iDanTrans--;
      }
			
       if (cDan.Transparency <= 0)
       {
        // do whatever!
	bFadeIn= false;	
	}
				
		
  }

  // update Dan's Transparency.
  cDan.Transparency = iDanTrans; 

} // rep_exec



??

:)
#52
Hmmmn. Not quite - it's marginally better but still not working - he jumps from being 100% transparent to 0%, so just blinks in suddenly.

And the fade down works perfectly, which make it even more odd now I think about it...

EDIT: aaah, but if I whip cDan.Transparency = dantrans out of the if (bFadeOut) condition and pop it in the main rep_exec loop, it works perfectly. Thanks! So is there some issue with Character Transparency only being updated in the main rep exec loop? And if so, is it that it can cope with going up, but not down somehow?
#53
I recently updated to 3.1.2 SP1, and I've been noticing some issues relating to character transparency. I haven't been able to thoroughly look into this yet, so it might be that I'm just overlooking something.

Previous versions of AGS 3+ had a weird fade in/ out effect where the sprite would bleach out to white, before fading. It looked kind of funky. The latest version fades in/ out as expected.

However, I've ceuurently got two issues that have suddenly sprung out of nowhere. Firstly, in rep_exec:

Code: ags

        if (bFadeOut)
	{
		if (cDan.Transparency < 100) {cDan.Transparency++;}
		if (cDan.Transparency >= 99)
		{
			// do whatever!
			 bFadeOut = false;
		 }
	}


Works fine! cDan fades out nicely. But in reverse:

Code: ags
	
	if (bFadeIn)
	{
      		if (cDan.Transparency > 0) {cDan.Transparency--;}
		if (cDan.Transparency <= 0)
		{
			// do whatever!
			 bFadeIn = false;
		 }			
	}


This way round the code seems to hang - it won't take anything off cDan.Transparency whatsoever.

Ok, so possibly my fault. I'm looking into it, but there's nothing obvious like cDan.Transparency = 100; in rep_exec_always or anything. This one's odd too:

Code: ags

if (whatever)
{
   // do stuff..
  // do more stuff...
  // do a bit more stuff....
  oDan.Visible = false;
  cDan.Transparency = 0;
}


Ok, this flips from a Dan object to Dan the character after a cutscene.

In the previous cut of AGS it'd happen simultaneously, so the transition was seemless. Since the update, what seems to happen is that oDan.Visible = false doesn't take place until after we drop out of the rep_exec loop (after some Wait(x)s etc). So the two are on screen at the same time, until we drop out.

This is all code that pre-update was working fine... is this a known issue somewhere that I've missed? Something relating to changing character transparency properties in a loop?

Any advice would be awesome.
#54
I might be missing something in your original post here, but if your system restore is always guaranteed being saved to slot 52, can you call:

Code: ags
yourSaveList.RemoveItem(52);


... immediately after filling the list?

??

EDIT: as I understand it, RemoveItem() doesn't delete any files, it simply removes it from a list...
#55
You're missing a close bracket } on your original post, that might have something to do with it...
#56
Hello! Just keep on adding in 'if' statements!

Code: ags

function cEgo_UseInv()
{
   if(player.ActiveInventory == ibook)
   {
    cEgo.Say("You used the book!");
   }

   if(player.ActiveInventory == ishovel)
   {
    cEgo.Say("You used the shovel!");
   }

   if(player.ActiveInventory == iunusualTrousers)
   {
    cEgo.Say("You used the unusual trousers!");
   }

   if(player.ActiveInventory == iwhateverYouWant)
   {
    // whatever, and so on!
   }

}

#57
Presumably it's looping because your character is still standing on the hotspot.

Either move him off the hotspot automatically (with cYourCharacter.Walk(), using eBlock) on the very next line after your text, or set up some sort of boolean variable in Global Variables to test whether or not you've seen that text (bSeenWindowText = false, for example)

If you only want this text to be displayed once in the entire game, set your boolean to true. Before you display your text, check to see if it's already been seen with:

Code: ags

if (!bSeenWindowText)        // (or bSeenWindowText == false
{
  // your text goes here
  bSeenWindowText = true;
}


If you want the text to be displayed each time to walk onto that hotspot - that's more tricky. You'll need to reset bSeenWindowText to false every time the guy isn't stepping on the hotspot.

Hope that's of some help. :)
#59
If you go to sprites, right click on some whitespace and Import a new one (not quick import)... for me a little box pops up saying 'this image has an alpha channel, do you want to use it?'... do you not get that?
#60
QuoteThank you very, very much

No worries. Glad it's working. :)
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