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Messages - abstauber

#201
The Rumpus Room / Re: Name the Game
Wed 12/04/2017 09:54:17
The Jag has 64 bits !

(on paper ... err.. DO TEH MATH! :D )

but no, neither on the Jaguar nor on the 3DO
#202
The Rumpus Room / Re: Name the Game
Wed 12/04/2017 09:01:19
two more hints: it's running on a quite unsuccessful 32 bit console and it was developed by a french team.
#203
The Rumpus Room / Re: Name the Game
Tue 11/04/2017 20:18:14
dayowlron is veeery close.

@Atavismus: For strange reasons you kill aliens in that game. Maybe you are the vampire and need to clean your castle? I have no clue :)
#204
The Rumpus Room / Re: Name the Game
Tue 11/04/2017 15:13:08
Nope.
#205
The Rumpus Room / Re: Name the Game
Tue 11/04/2017 14:41:08
The actual ingame graphics unfortunately can't hold up to this map screen.

But nope, no Castlevania

Btw. they really just used 32 colors for this pic.
#206
The Rumpus Room / Re: Name the Game
Tue 11/04/2017 12:33:24
Really, nobody??

Then let's enjoy this obscure pixel masterpice (which belongs to an actual game)
[imgzoom]http://i.imgur.com/Z3sx8Hm.png[/imgzoom]
#207
The Rumpus Room / Re: Happy Birthday Thread!
Tue 28/03/2017 20:44:51
Yay, thanks Mandle.

And happy birthday to Daniel and Haddas!
#208
It looks fine to me. You could also play save and add the check for inventory item in the right click area as well.

Code: ags

    //right click in inventory
    else if (button==eMouseRightInv) {
      if (alternative_action==eMA_Default) {
        SetAction(eMA_Default);
      }
      else {
        SetAction(alternative_action);
        used_action=global_action;
        GSagsusedmode=Mouse.Mode;
        if (Mouse.Mode==eModeInteract && ii != null) { // HERE
          if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract)) {
            UpdateActionBar();
            ActionLine.TextColor=ActionLabelColorHighlighted;
            ii.RunInteraction(eModeInteract);
            SetAction(eMA_Default);
          }
          else player.ActiveInventory=ii;
        }
        else {
          UpdateActionBar();
          ActionLine.TextColor=ActionLabelColorHighlighted;
          inventory[game.inv_activated].RunInteraction(Mouse.Mode);
          SetAction(eMA_Default);
        }
      }
    }

Btw. I still didn't manage to replicate the crash - at least not in this tiny sample game.
#209
Oops, seems to be another bug:

Code: ags

//line 110 in GlobalScript.asc 
//old
  if (!IsGamePaused()) {

//new 
 if (!IsGamePaused() && !is_gui_disabled())
#210
Hmm.. it really seems like listboxes do not allow to change colors during runtime - only fonts. Has this been overlooked for such a long time? Maybe it's best to open a separate thread for this.
#211
QuoteMaybe i have an older version?
That could be it. In the recent versions of this template, this function is called from the GlobalScript at line 41 inside game_start().
In any case, here is the function :)

Code: ags

//guiscript.ash
import function InitGuiLanguage();


Code: ags

//guiscript.asc
function InitGuiLanguage() {
  AdjustLanguage();
  int i;
  GUIControl*gc;
  Button*b;
  
  while (i < A_COUNT_) {
    gc = gMaingui.Controls[action_button[i]];
    b =  gc.AsButton;
    b.NormalGraphic=action_button_normal[i];
    i++;
  }
}


PS.
Quoteit gives me unresolved import initguilanguage.
remember, ags script it is case sensitive: InitGuiLanguage  ;)
#212
Good to hear, I ditch the test case then :)
As for the other problem: instead of calling AdjustLanguage() inside room_load, try
Code: ags
InitGuiLanguage()
This calls also AdjustLanguage but also assigns all button images immediately.
#213
Quotethe gui change always after fade in even in room load (using adjust language command)
Could you please provide some more details on the first problem - I somehow can't make sense of that statement.

Quotewhen we change gui we change also character but the inventory items of the previous character stay visible during fade in and then change
Both characters are in different rooms I suppose? I'll create a test case and see if I can replicate this. In the meantime, have you tried to force an update via invMain.CharacterToUse = cCthulhu; ?
#214
The Rumpus Room / Re: Happy Birthday Thread!
Tue 01/12/2015 07:37:47
Happy Birthday Mr. 8 bit palette (Scavenger) ! 8-)
#215
Yeah, you are right. My solution can only work, if the custom dialog GUI has a chance to appear. Unfortunately I don't know of any events that are being triggered once a dialog starts. Therefore you would need to have some sort of global "in_speech" which needs to be set to "true" in every dialog script.
I guess I need to think about this some more.
#216
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2015 14:33:05
Happy birthday pumaman and vwg. :)
#217
You need to check the location type first, before you can trigger the function.
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) {
        if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
        else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
      }
    }
    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){
          if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
          else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
        }
      }    
    } 
  }
}


I also managed to add an option to hide the gui in dialogs.

In dialogscript.ash add this in the struct CustomDialogGui (e.g. line 37)
Code: ags
bool hide_gui_while_dialog;


In dialogscript.asc add this at the beginning
Code: ags
bool in_speech;


now add this to the init function (line 19+)
Code: ags
  
// Activate this to hide the action GUI while a dialog is active.
  this.hide_gui_while_dialog = true; 


add this to the beginning of _prepare (now line 133+)
Code: ags

  if (this.hide_gui_while_dialog == true && gMaingui.Visible == true && gAction.Visible == true) {
    gMaingui.Visible = false;
    gAction.Visible = false;
  }


and finally add this to repeatedly_execute (now line 738)
Code: ags

  if (in_speech == true) {
    in_speech = false;
    if (CDG.hide_gui_while_dialog == true && gMaingui.Visible == false && gAction.Visible == false) {
      gMaingui.Visible = true;
      gAction.Visible = true;
    }
  }

I will push these changes to the git repository and upload a newer template version later on.
#218
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?
#219
The Rumpus Room / Re: Happy Birthday Thread!
Tue 21/07/2015 20:04:57
Happy B-Day Kastchey!
#220
I've just updated the template and addressed the issues you've mentioned. Please take a look at the modules thread for more information.
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