Presumably there are some aspects of 3.6 builds that aren't supported on my environment. Did the crash dump tell you anything?
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: KyriakosCH on Thu 24/11/2022 10:06:10This is how I imagine it: the game comes up with arbitrary coefficients and constants (within reason, say single digit numbers 1-9), and calculates the correct answer, then the player is prompted to give the correct answer (enter x,y for the intersection)
Quote from: KyriakosCH on Thu 24/11/2022 10:06:10But - why not ^^ - would AGS code allow for also calculating (through slope; which you can just set up another function to calculate on account of the power rule) the angle of meeting points of the (say) quadratic and linear graphs?
Quote from: multi007 on Tue 22/11/2022 18:23:05Because what I want to happen is just like it does in the KQ games, if the player exits a room on the top of the page, the player appears at the top of the room 2. If he exits the bottom, he appears on the bottom.
Quote from: CCrane on Thu 17/11/2022 14:12:54My issue is that after selection that line is repeated/said on screen, which is done using .Say command. (Pic 1a).
In the dialog editor I can only change character replies from .Say to .SayBubble, like this:
Quote from: CCrane on Thu 17/11/2022 14:12:54Maybe ordering would work if I put all scripts in an own folder. Would that break something?
Quote from: CCrane on Thu 17/11/2022 09:36:20Hello there (again ),
Sorry for being a nuisance
Quote from: CCrane on Thu 17/11/2022 09:36:20but I get an error when I replace this
with that piece of code
Failed to save room room1.crm; details below
room1.asc(310): Error (line 310): Type mismatch: cannot convert 'String*' to 'GUI*'
Quote from: CCrane on Thu 17/11/2022 09:36:20Another thing is the option text in dialog. While it's no problem to change the lines in dialog script to command style the options stay as they are. I don't even know where to look for them, actually. Is it possible to change them as well? That would be great.
Quote from: CCrane on Thu 17/11/2022 09:36:20I tried to change Say to SayBubble in abstauber's script, there seem to be only two places of player.Say(lookat) in VerbGui.asc actually, but then it just gave me this message.
SayBubble is not a public member of character
I asked him in his thread but maybe you have an idea too
Quote from: CCrane on Wed 16/11/2022 16:17:34Some questions I'd like to ask. First, if ...
SpeechBubble.MaxTextWidth = 250;
... is determined by screen/native game resolution size, i.e. are these relative or absolute values? I would generally prefer dialog in at least two lines for a more proportionate appearance of the bubble but setting some value up for text width won't make much sense with absolute values if the target system has a greatly differing resolution.
Quote from: CCrane on Wed 16/11/2022 16:17:34Secondly, is it possible to change border width/line thickness of the bubble? I found no variable for that so I suspect it's kinda similar to automatic text outline which can't be adusted, either. My test game is 640x400 right now and I might go even higher but the border can barely be seen already.
Quote from: CCrane on Wed 16/11/2022 16:17:34If line thickness is hard-coded would it be possible to create two overlaying bubbles, eg. one smaller white and a bigger black one in the background? This won't really work with transparency obviously but some of us might be okay with that. Just a thought ...
Quote from: CCrane on Wed 16/11/2022 16:17:34Finally, you mentioned planning a think bubble. Will this only work for Sierra-style speech, like player.think seems to do currently, or also for LucasArts-style games? That would be great.
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 0.437 seconds with 26 queries.