I hope someone will upload it without comment like the other AGS Awards on YouTube.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Crimson Wizard on Sun 03/07/2022 12:07:03Quote from: Amir on Sun 03/07/2022 09:33:04
I have a question. As far as I remember I tried android launcher back then and it worked fine, but in my new game there are a lot of "strings" fields where you have to type something. Will this also work with the android launcher? Will the keyboard appear on mobile phones, so that you type something?
There's a built in keyboard, which you may bring by holding "back" key and choosing "keyboard" from the menu. But that is meant mostly for games which were not specifically designed for touch screen. If that does not suit your game you could script your own on-screen keyboard.
QuoteIf that does not suit your game you could script your own on-screen keyboard.
Quote from: Crimson Wizard on Sun 18/07/2021 22:11:28
Updated DragDropCommon module to 1.0.1, fixing default settings, to avoid people stumbling into a missing GUI crash if they forgot to explicitly set a drag mode.
Quote from: eri0o on Thu 01/07/2021 19:22:32
WoaM and Kathy Rain use a different code that works with the old android port - I actually have the script code because I asked by mail the dev, but I think you should just ask them yourself. If you want to use this module and use the same behavior for mouse and fingers, you need to use the Android SDL Port.
I have a little game that uses this module too here: https://github.com/ericoporto/dungeonhands
It has touch on the webport, but I don't know how well it runs on old devices. :/
QuoteI don't think the repeatedly_execute_always is a "wrong" place, with that it may work all the time regardless of other things you do in rep-exec.
Quote from: Crimson Wizard on Tue 06/07/2021 12:33:27
I cannot tell without seeing full code of rep exec.
Quote from: Crimson Wizard on Tue 06/07/2021 00:33:50Quote from: Amir on Mon 05/07/2021 23:48:47
I want the selected inventory item to disappear after the interaction or dropping, both in the inventory with inventory items and outside with objects
When you say "dissapear" do you mean dissapear from cursor, or dissapear from player's inventory?
QuoteDoes the code ever pass under "else if (inv != null)" ? You may test that either by placing a breakpoint there or "Display" command with some message.
QuoteYou are running eModeUseinv interaction. Do you have event of that type ("use inventory item on") created for your items?
What is inside these event functions, are there more conditions? Can you post an example of your script?
QuoteWrong interactions, as in wrong verb, or wrong inventory item?
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.087 seconds with 19 queries.