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Messages - rmonic79

#1
Right now i'm only need to renumber no-numbered characters lines speech, is it safe with 3.5?
#2
Hi guys i was able to start my game on ios with janet branch on 3.3.3, any news about 3.4 or 3.4.1, it was a mess to downgrade my game.

edit: i know that the post is for mac but i read some interesting things.
#3
Thanks Abstauber we'll make a little test and we confirm the right behave of this thing.

By the way, we have another half turnarouded problem.
We have the languages selection at the start of the game everytime you launch it. If we have saved an italian game, launched the game again and english language is selected before load the gui will be Italian but the language will be english. Now, we've find a solution in event restore using Game.changetranslation. In this way the load will be in the original saved language. We would like to load the game with the language selected at the start of the game. It can be done?
#4
Hi guys, one of my tester yesterday found a null point referenced error on mouse_on_click. I was able just a  minute ago to reproduce it. It occurs when you press "use with" with keyboard shortcut and quickly move cursor outside inventory gui.
the error is on line 1559
Code: ags

  if (Mouse.Mode==eModeInteract)
            {
              if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract))
              {
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(eModeInteract);
                SetAction(eMA_Default);
              }
               else player.ActiveInventory=ii;
             }
          else 
           {
              if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null)
              {
                GSagsusedmode=Mouse.Mode;
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(Mouse.Mode);
                SetAction(eMA_Default);
              }
             
           }


i solved like this

Code: ags

  if (Mouse.Mode==eModeInteract)
            {
             if (ii!=null) //HERE
             {
              if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract))
              {
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(eModeInteract);
                SetAction(eMA_Default);
              }
               else player.ActiveInventory=ii;
             }
            }
         else 
           {
              if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null)
              {
                GSagsusedmode=Mouse.Mode;
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(Mouse.Mode);
                SetAction(eMA_Default);
              }
             
           }


Do you think that's enough?
For now it works fine...
#5
Thanks! It seems to work fine ;)
#6
Hi guys i'm trying to disable in a specific scene keyboard shortcuts in wich way i can do it?
(i made a variable in setactionbutton in guiscript but didn't work)
Thanks
#7
thanks for reply, we have a problem that doesn't regard paused game, we have a little minigame where you have to press mouse button fast meanwhile maingui, gaction and interface are disabled. If we press qweasdzxc or another keyboard keycode the cursor show it again.
[Half solved with mouse.visible false]
#8
Hi guys we've found another strange behaviour, when interface is disabled and we press a shortcut button on keyboard the cursor appears. Is there a way to ignore them?
#9
Another "maybe" dumb question but i didn't find a solution yet.
Always regarding the GUI changes we need to change the colors of the square and the text of the listbox in runtime (gsave and grestore).
The options list of the object are different from the other gui and there's no signs of textcolor,selectedtextcolor or selectedbackgroundcolor or, is there a workaround?
#10
It seems to work really fine thanks Abstauber :)
#11
thanks tomorrow i'll give it a try.
p.s. i wrote it without uppercase but in the script it was right ;)
#12
it gives me unresolved import initguilanguage. in the header file of the guiscript there is the function imported but in the .asc the function doesn't exist. Maybe i have an older version?
#13
forcing with mainInv.characterToUse seems to works fine THKS! :)
#14
in the guiscript we did something like
Code: ags

function AdjustLanguage() {
  
  // English
  if (lang == eLangEN){
    // yes/no-keys
    key_u_yes= 'Y';
    key_l_yes= 'y';
    key_u_no= 'N';
    key_l_no= 'n';
    
    // (eNum Name, Name, GUI Button ID, Sprite-Normal, Sprite-Highlight, Keyboard-Shortcut)
    if (FLASHBACK==false)
    {
    btnMainBack.NormalGraphic=123;
    SetActionButtons(eGA_GiveTo, "a_button_give    0  125  138 Qq");
    SetActionButtons(eGA_PickUp, "a_button_pick_up 1  126  139 Ww");
    SetActionButtons(eGA_Use,    "a_button_use     2  127  140 Ee");
    SetActionButtons(eGA_Open,   "a_button_open    3  129  142 Aa");
    SetActionButtons(eGA_LookAt, "a_button_look_at 4  134  147 Ss");
    SetActionButtons(eGA_Push,   "a_button_push    5  131  144 Dd");
    SetActionButtons(eGA_Close,  "a_button_close   6  133  146 Zz");
    SetActionButtons(eGA_TalkTo, "a_button_talk_to 7  130  143 Xx");
    SetActionButtons(eGA_Pull,   "a_button_pull    8  135  148 Cc"); 
    }
    else
    {
      btnMainBack.NormalGraphic=2184;
      SetActionButtons(eGA_GiveTo, "a_button_give    0  2220  2221 Qq");
    SetActionButtons(eGA_PickUp, "a_button_pick_up 1  2226  2227 Ww");
    SetActionButtons(eGA_Use,    "a_button_use     2  127  140 Ee");
    SetActionButtons(eGA_Open,   "a_button_open    3  129  142 Aa");
    SetActionButtons(eGA_LookAt, "a_button_look_at 4  134  147 Ss");
    SetActionButtons(eGA_Push,   "a_button_push    5  131  144 Dd");
    SetActionButtons(eGA_Close,  "a_button_close   6  133  146 Zz");
    SetActionButtons(eGA_TalkTo, "a_button_talk_to 7  130  143 Xx");
    SetActionButtons(eGA_Pull,   "a_button_pull    8  135  148 Cc"); 
    }
  }

some images are the same but the goal is to change all the button with different images when flashback variable changes.
After that we called the function inside a room load.
(p.s. we made a workaround reassigning the images first with an external function and the calling adjustlanguage, but if it's possible i would like to do it in a better way cause for all possible languages it's a bit frustrating :) )
#15
Hi guys we  are making two different Guis and there are two big problems: the first one (but maybe we have find a workaround) the gui change always after fade in even in room load (using adjust language command); for the second one when we change gui we change also character but the inventory items of the previous character stay visible during fade in and then change. Any solution? Thanks for your time ;)
#16
Hi abstauber and thanks a lot. There is only one problem, the gui desappears when the first option appears. If there is only one question that the character say directly or there are some phrases before the options appear the gui is shown. Is there a turnaround to avoid this?
(We are searching in ags (3.4) to some that can check if a dialogue(generally) is running or not, or  something can check if the text is shown on the screen but nothing)
#17
Quote from: abstauber on Fri 09/10/2015 17:09:13
You could use a setting in the AGS editor.
In general settings, under "Visual" set "When player interface is disabled, GUIs should" to "be hidden"
Although this also hides the GUI for every other blocking event. Would this be sufficient?
yes i tried it, but it has strange behaviour during walkto action (sometimes desappears, sometimes not).

and we have another question about doubleclickskip. We are searching for a way to disable and enable it (maybe using a global variable) without act on the speed and have it works also on objects.
we found that parts of guiscript code:
Code: ags
function WalkOffScreen(){
 //handles the action of hotspots with exit extension ('>e').
 //double click in such hotspots/objects... will make the player skip
 //walking to it. Look the documentation for more information on exits.
  
  // doubleclick
  if (UsedAction(eMA_WalkTo)) {
    if (timer_run == true) 
    {
      timer_run=false;
      if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) hotspot[GSlocid].RunInteraction(eModeUsermode1);
      if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) object[GSlocid].RunInteraction(eModeUsermode1);// we tried this

    }
    else
    {
      //doubleclick = false;
     timer_run = true;
      if (Go()){
        int x=player.x,y=player.y;
        int offset=walkoffscreen_offset;
        int dir=ExtensionEx(2,GSlocname);
        if      (dir=='u') y-=offset;
        else if (dir=='d') y+=offset;
        else if (dir=='l') x-=offset;
        else if (dir=='r') x+=offset;
        if (MovePlayerEx(x,y,eAnywhere)>0){
          hotspot[GSlocid].RunInteraction(eModeUsermode1);
          object[GSlocid].RunInteraction(eModeUsermode1);// and this one

        }
      }    
    } 
  }
}

but add, for example "object[GSlocid].RunInteraction(eModeUsermode1);" results in crash when re-entering in room
#18
Hi Guy, we need to have blank gui when dialog is running, is it possible to do it changing something in guiscript instead of close and reopen gui in every dialogues?
Thanks.
#19
Quote from: abstauber on Wed 01/07/2015 13:43:11
I've just updated the template and addressed the issues you've mentioned. Please take a look at the modules thread for more information.
Thanks :)
We worked some hour to update our game made in 3.2 to 3.4.0.5 (we had to change the code line by line comparing old with new cause we added many things to the old one).Remains one little(or big) problem with complete customdialoguegui 1.6.3, instead of run dialogues on click, it highlights the sentence and nothing else happen. With your semplified customdialogue in the template or deleting the module, it works well. We are trying to figure out what's going on with no results.
Pls help us we wanna use for cycle :)
#20
hi guys there's something that comings up with beta testing of our demo. If i use talk to on inventory item it doesn't show on the action bar but if i click it takes the unhandled and if i use pick up on inventory item automatically become use in the action bar.
About speak i would like that the action appears in the action bar and for pick up the action should remain pickup.
Give us an hand pls :)
p.s. (we are searching in the code but we don't understand well where is the part that connect the action bar and the inventory code, moreover this things, maybe, will be solved in the next release of the template.)
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