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Messages - abstauber

#21
The Rumpus Room / Re: Name the Game
Thu 19/01/2023 09:03:45
nope
#22
The Rumpus Room / Re: Name the Game
Thu 19/01/2023 08:12:22
#23
The Rumpus Room / Re: Name the Game
Wed 18/01/2023 15:18:45
Demon Stalkers
#24
The Rumpus Room / Re: Name the Game
Mon 16/01/2023 15:55:04
yup, that's it.
#25
The Rumpus Room / Re: Name the Game
Mon 16/01/2023 09:06:08
Sure:


This one's from MS-DOS, the ones before were from Amiga and Spectrum Next.
#26
The Rumpus Room / Re: Name the Game
Mon 09/01/2023 13:13:22
here's another one:
#27
The Rumpus Room / Re: Name the Game
Fri 06/01/2023 12:14:40
I actually played this on MAME over 20 years ago, even though the emulation speed wasn't great at the time.

Anyway - anyone recognizes this?
#28
The Rumpus Room / Re: Name the Game
Wed 04/01/2023 12:01:23
Is it Power Drift?
#29
Test 123, Cleantalk is awful!

Could you please test this portion of Doors::AnyClickSpecial ? I've marked the part I've changed.

Code: ags
else if (Verbs.UsedAction(eGA_WalkTo)) {
    if (Doors.GetDoorState(door_id) == 1) {
      if ( verbsData.exitDoorDoubleclick && DoubleClick.Event[eMouseLeft] ) 
      {
        if (Verbs.MovePlayerEx(player.x, player.y, eWalkableAreas) > 0 ) player.EnterRoom(nr_room, nr_x, nr_y, nr_dir);
        result = 2;
      }
      else 
      {
        if (Verbs.GoTo(2)) {
          // Start Test
          if (Verbs.ExtensionEx(1, verbsData.location_clicked)=='e') {
            int player_x = player.x, 
                player_y = player.y;
                
            int offset = verbsData.walkOffScreenOffset;
            int exit_dir = Verbs.ExtensionEx(2,verbsData.location_clicked);
            
            if      (exit_dir=='u') player_y -= offset;
            else if (exit_dir=='d') player_y += offset;
            else if (exit_dir=='l') player_x -= offset;
            else if (exit_dir=='r') player_x += offset;
         
            
            if (Verbs.MovePlayerEx(player_x, player_y, eAnywhere) >0) {
              player.EnterRoom(nr_room, nr_x, nr_y, nr_dir);
              result = 2;   
            }
          }
          // End Test
          player.EnterRoom(nr_room, nr_x, nr_y, nr_dir);
          result = 2;          
        }
        
      }
    }
    else Verbs.AnyClickMove(x, y, dir);

  }
#30
You're right, it would make a lot of sense for the door script to respect exit extensions. I'll see what I can do - although it might take a while
#31
The Rumpus Room / Re: Name the Game
Fri 04/11/2022 20:44:23
Yup, that's it.
#32
The Rumpus Room / Re: Name the Game
Fri 04/11/2022 09:28:08
Nice - that was quite fun hunting it down.

I'm not sure if we already had this one:
#33
The Rumpus Room / Re: Name the Game
Thu 03/11/2022 09:53:22
StarQuest: Rescue at Rigel
#34
The Rumpus Room / Re: Name the Game
Wed 02/11/2022 14:06:32
Is it "Datestones of Ryn"
#35
Hi,
putting the sprite numbers in this function is actually on purpose, so you have the chance to change the verbs graphics to their localised counterparts.

Code: ags
Verbs.LocalizeActionButton(eLangEN,eGA_Open,    59, 60, 'q');
eLangEN is the language token
eGA_Open (enum Global Action Open) is the verb action
59 is the sprite slot for the normal verb
60 is the sprite slot for the highlighted verb
q is the keyboard shortcut.


Regarding the slider, have a look at the manual here:
https://adventuregamestudio.github.io/ags-manual/Slider.html?highlight=slider&case_sensitive=0#slidervalue
Once the slide is being changed, you need to check if the slider is of certain value (such as 0 or 1).

Unfortunately I don't have a windows machine handy, so I can only provide untested pseudo code.

Code: ags
//switch GUI language
if (sldrLanguageSwitch.value == 0) {
  Game.ChangeTranslation("German");
  Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangDE;
}
else {
  Game.ChangeTranslation("");
  Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangEN;
}

Verbs.InitGuiLanguage();
Verbs.AdjustGUIText();
#36
That's because the ID of the savegame is gone once you open the load confirmation gui.

In Line 465 (function SelectLoadSlot ) you'll find the function call "RestoreGameSlot(slot)". Just like the Save function you need to store away the ID of the slot and after that show the confirmation gui.
Code: ags
customLoadData.loadSlotId = slot;
gLoadConfirm.Visible = true;

I hope it helps to get you on the right track.
#37
Hey - Grundislav is currently live on Steam

hey again, the exact same live stream today.

oh noes, I got bamboozled - damn you Generation Z.
#38
Well, there's no real shortcut, but's pretty straight forward.

You need to override the instant loading here:
https://github.com/dkrey/ags_tumbleweed/blob/27a7745813c7869dc94aa2413b731489807e0eaf/optiongui.asc#L583

Instead open a yes/no gui, just like the Save-GUI does and load only after confirmation.
#39
The Rumpus Room / Re: Name the Game
Fri 07/10/2022 10:45:18
duh.. Bible Adventures for NES?

#40
Quote from: Crescendo64 on Thu 06/10/2022 03:20:22Hmmm... This is interesting. I've turned this setting on, and now the cursor jumps up and to the left, as though showing the item, but it is invisible... I can't seem to find out why that is.
Did you set up the "mouse cursor image" for the inv item itself?
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