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Messages - tor.brandt

#101
@Cassiebsg:
Oh, right, I read it as 3.4.0.1.2-ish :smiley:
#102
@Khris:
Ah yes, I'm using the LW_BASS template - do you know if that conflicts with your module?

@monkey0506:
Sounds great, thank you!
However, when I try to use the script, it says I need AGS ver. 3.4.0.3, but I cannot find a higher version than 3.4.0.12 anywhere?
#103
I have just imported GotThere as a separate script...
It's not supposed to be pasted into the globalscript or anything, is it?
#104
@Khris:
Thank you for your reply, and for the link to your module!

Yes, what I'm mostly after is that the walk should be non-blocking, such that the player can interrupt the walk, in effect interrupting the entire function.

I tried using your module in the following way:
Code: ags

function hWindow_Look()
{
  if (!GotThere()) GoFace(265, 135, eUp);
  
  else
  {
  player.FaceDirection(eDirectionUp);
  player.SayBackground("It's dark outside.");
  player.SayBackground("I can't see anything for the reflections in the glass.");
  }
}


In general settings I unchecked "automatically walk to hotspots in Look mode" (if I leave it checked, then the character still walks blockingly).
However, now the character doesn't walk at all, but simply carries out the "else" part right away.
What could I have done wrong?

Also, SayBackground works fine for my purpose (my purpose being that unless the hotspot is actually associated with game progress, the talking should be non-blocking) if there is only one instance of talk.
But
Code: ags

player.SayBackground("It's dark outside.");
player.SayBackground("I can't see anything for the reflections in the glass.");

only displays the second line, since, as you mentioned, the non-blocking actions are carried out simultaneously.
But I'd like it to first display the first line and THEN the second.
I guess I will have to use the timer then... I'll try to sort that out.
#105
Thanks, but that doesn't do it.

The cursor is still hidden, and I'm unable to click anywhere while it's carrying out the function.
What I'm after is that the player interface shouldn't be disabled in the first place.
#106
If a function is run on e.g. a hotspot event, the whole game interface is disabled while the function is carried out.
E.g. if I have set a player.Say function, the game interface is disabled until the character has finished talking.

I seem to recall that you don't even have to script to keep the interface enabled by default, but I have looked everywhere (editor, help files, forum), and I just can't find it!
How do I make it so that the game interface is kept enabled by default, such that I have to enter into the function specifically when I want the interface to be disabled while carrying out the function?
#107
@Snarky:
Alright, thanks! I'll just do that then :smiley:
#108
I'd like to make my character's talking view play the frames randomly.
Is it possible e.g. to make a line in the global script that makes the talking view play out in such a way?
#109
@Snarky:
Ah, I see. Thank you so much!

@Danvzare:
I was after what Snarky said, but thank you anyway :smiley:
#110
OK, I know this is a totally newbie question, but I've searched all over, and actually couldn't find an answer.

When my character goes idle (i.e. stops walking), he just freezes in current frame of his walking view.
How do I make him switch to his idle view instead? I actually thought he would do so by default?

(I'm using the LW-BASS template, if that has something to do with it...)
#111
@Danvzare:

Thanks for the elaboration!
#112
@Gurok:

Thanks!
Yeah, that did it.

Do you know why it does that?
I mean, if vertical sync fixes it, then why isn't vertical sync the default?
#113
I am making some tests with high resolution in AGS, and I'm not sure if I got all the settings right.

I've been trying with 1280x720 as well as 1920x1080, and it seems that when I use high res sprites,
AGS handles the graphics in a way that slightly 'warps' the sprite; when the character walks from one position to another, the sprite will typically alter a little bit from one position to the other.
I don't know the technical terms for this, but perhaps you know what I mean?

Please let me know if you need me to be more specific, or if I should make a screenshot or something.

My question is: Does AGS generally handle high res sprites badly, or is there a way to get around this?

Thanks!
#114
@Crimson Wizard:

Thanks for your reply!
It's really useful that you draw attention to the speed and sprite limit issues, I did not know about those.

I think I will take your advice and set the resolution to 1280*720, thank you!
#115
I'm planning on starting up my first serious AGS game project, and I'd like to get the technicalities right in my project setup from the start, to avoid annoying set backs.

I'd like to set a relatively high resolution, like 1920*1080, but I'm not sure if that will cause trouble for players with smaller resolution monitors...
So: if I set the game resolution to 1920*1080, will players with smaller resolution monitors be unable to run the game?
And if so, what do you think is the highest reasonable resolution to set? 1024*768, or can I go higher than that?

Thanks!
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