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Topics - Goot

#1
Hints & Tips / Robotragedy
Mon 07/03/2005 05:45:24
Spoiler
I've picked up a bunch of items from all over the place, but haven't figured out how to use any yet. It seems like I should be able to use that stick thing to get the card down. I'm need to be able to get that blue key so I can unlock the portable stair thingy. The only thing I've done, is gotten the cheese from the mousetrap with teh pencil, but I can't figure out how to use the cheese to get the mice out.
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#2
In my game I have a credits section accessable at any time, from a button on the options GUI. It saves, the game, goes to the credits room and plays a cutscene, then loads the game back from where it was saved. About 1/5 of the time (seemingly regardless of things like whether the cutscene was skipped and whether the game has already been saved) the game quits with this error message:
---------------------------
Adventure Game Studio
---------------------------
An internal error has occured. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.61.747)

Error: unknown new interaction command

---------------------------
OK   
---------------------------


Does anyone know what might be causing this? Thanks.
#3
Part of the way though my game, I figured out that I needed have an integer which was always set to the currently playing music track, so I dumped the game text to file (the dialog options, dialog scripts, and room scripts) and used "find on page" to find all the places where "PlayMusic" was. (I did the dialogs so I could use "find on page" to fix a few commonly misspelled words which I had figured out I had been spelling wrong.) Everything seemed to work, (and after the second try I got it to import back in without crashing the gameÃ,  :P ) but then I later found out that not all the PlayMusics had a set global int after them and that all the scripts in the intro room had been replaced by various scripts from rooms 1 and 2Ã,  ??? ) Has anyone else had that problem?

BTW, I've got everything fixed now. I had a backup, so I just took the room 0 script from there and everything works fine. And then I figured out that I didn't need that global int for music after all.Ã,  Ã, ;)
#4
Is there any way to have the screen fade out and in slower during a room transition? I noticed that in Perils of Poom, it does this. I have tried setting the room transition to instant, fading in manually, going to the new room, and then fading out. I works but right when the room changes, the screen flickers, and you see the room for a split second before the screen fades in.
#5
Hints & Tips / The Cube
Sun 24/10/2004 22:38:18
I have:
Spoiler
The slingshot loaded with tooth.
[close]

I can't figure out how to
Spoiler
Get through the locked door in the room with the red-haired guy.
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#6
In my game the character has to make this soup from a recipe and the recipe is a GUI taking up the right half of the screen. Sometimes when the player talks, some of the speech is underneath the recipe where you can't see it. I was wondering if there was a way to set the point at which speech goes to a new line, so the speech will always be visible.
#7
I made a custom save/load screen which shows screenshots and game names. (it reads the names off a hidden list box) However, I've got 2 problems. One is that if you save for the first time and then go back and do load, it doesn't show the game name. Then when you save a second time, it shows it and works perfectly from there on. The other problem is if the player selects an empty slot and presses load, nothing happens. (nothing is supposed to happen. I have it do return; if there's nothing in the slot) if they continue doing it for a while, they keep pressing load with an empty slot, it eventually quits with the error message: Too many screen overlays created. And I didn't create any screen overlays.
Thanks for any help.
#8
I have this really weird problem:
I have it set so the player can choose wether or not speech text skips automatically. (I find it really annoying when the thing skips right before you want to click and you miss something but also see why some people don't want to have to click.) I use DisplaySpeech alot in the game and it only sometimes skips. I have been using SetSkipSpeech to change how it skips. What I have figured out is that whenever the DisplaySpeech is in a script with one or more additional lines, it never skips automatically. Not skipping is my default so that might have something to do with it. Has anyone else had this problem or does someone know how to fix it. I know I could make a cutsom display speech function with display speech background, manually play the talking animation and do wait mouse click or wait but I want an easier way. Thanks for any help you can give me.
#9
Beginners' Technical Questions / Fuzzy music
Fri 03/09/2004 05:17:46
I have this music track in my game which always fuzzes up and sounds all echoey. It's a midi file and I have crossfade music tracks off. It only seems to happen during a long blocking script, and if I press the windows key and then go back into the game the sound clears up. As anyone else had this problem? How can it be fixed?
#10
I have this really weird problem. I've set Play Sound on Score to 0, but whenever I call GiveScore(x); it doesn't play the sound. At first I thought it might be because the game is blocked afterwards, but even if it's the only thing in the script, it doesn't work. The weird thing is, when I do PlaySound(0); it works. I tried using the normal interface, without scripting, just doing game-add score and it still didn't work. Does anyone know why this might be happening?
#11
I made a save game GUI that shows screenshots but whenever I save the game it always makes the 'set cursor mode' GUI buttons fuzz out for the screenshots. The weird thing is that after I changed them so they're not set cursor mode, it still makes the same buttons fuzzy. Here's my code for saving the game:

slot=select;
     InterfaceOff(3);
     InterfaceOff(0);
     InterfaceOn(1);
     SetCursorMode(1);
     HideMouseCursor(); //I thought this might be the problem so
     InterfaceOff(2);      //I took it out and the thing still didn't work
     UnPauseGame();
     Wait(1);
     SaveGameSlot(select,buffer2);
     Wait(1);
     SetCursorMode(1);
     ShowMouseCursor();
     InterfaceOn(0);
     if(s1>0){
     DeleteSprite(s1);
     }
    if(s2>0){
     DeleteSprite(s2);
     }
    if(s3>0){
     DeleteSprite(s3);
     }
    if(s4>0){
     DeleteSprite(s4);
     }
    if(s5>0){
     DeleteSprite(s5);
     }
    if(s6>0){
     DeleteSprite(s6);
     }

Is there anything in here that might make this happen?
#12
The title says it all: How do you change the position of a custom dialog GUI. It always seem to put it in the middle of the screen but what if you want to make one like the standard one with a different color sceme? Is there a function/variable for changing position/size of text box GUI's?

Thanks for any help you can give me.
#13
Hints & Tips / Apprentice II walkthrough???
Mon 16/08/2004 06:25:19
Is there a walkthrough anywhere for Apprentice II? I'm really stuck.
#14
I need to be able to find out the graphic of 6 different buttons. If I have to use integers, it makes everything a lot more complicated. Is there a GetButtonPic function? There doesn't seem to be in the manual.
#15
I'm making a custom save/load screen and I want the player to be able to type in the name of a game, and then be able to make a list of those names rather than the actual filenames (agssave.xxx). Originally I did a ListBoxDirList but that just displays the filenames. Is there a way to save the name with the save game so it can be accessed without loading that game? Has anyone else here made a custom save/load screen? How can this problem be solved?

Thanks for any help you can give me.
#16
Hints & Tips / Stuck in Perils of Poom
Tue 10/08/2004 01:05:20
I'm at the repair station place where the guy needs to go to the bathroom before you can continue to one of the planets. I got stuck and looked at a walkthrough. I had done everything except I had to 'use the pillar on the right side of the screen.' This is after using the fish on that shifty guy. The only problem is that there's no pillar.
I'm lost.
#17
I've been transferring my game to different places over the internet to work on it and somewhere along the way I've lost the winsetup file. I tried getting a winsetup file from another game, putting it in the compiled folder and saving the game, but it just deleated the winsetup file. Is there any way I can get it back?

EDIT: I solved it. I somehow had deleted the "setup.exe" file from the game directory, but it's fixed now :)
#18
Advanced Technical Forum / Music screwing up
Tue 27/07/2004 20:58:50
I have music in my game and sometimes when the music changes it seem to play both tracks at once and screw everything up even though I ended the first one, did Wait(1); and then started the second. I used PlayMusic so they should both be playing on channel 0. Does anyone know why this may be happening?
#19
Is there a way to make the player character talk in dialog.
Ex:

GUY: Hello.
GetPlayerCharacter: Hi!

Something like that, which will make the currnet player character talk. (The player character changes throughout the game) I know you can do dialog request, DisplaySpeech(GetPlayerCharacter(),"String message");, but this takes a while. Is there an easier way?
#20
In my game I have all the cursors animating. On the main screen, when you move the cursor over a button, it turns an object on in front of it, turning it black. Then when you move the cursor away, it turns it off. This has worked fine, until I got the cursors animating. It now takes a really long time to turn the objects on and off, and you have to move the cursor around alot to get it to go. The only time it works is when you do it with an inventory item (not animating). All the hotspots are marked with a red dot on the normal cursors and all the frames for the animating are the same size, and the red dot is positioned in the same place relative the the frame. I have not changed any thing in the actual mouse over script. Does anyone know why this might be happening?

EDIT: I've experimented with it a little more and it only seems to turn the objects on when the cursor is in the first frame of the animating and it's moving. I still have no idea of how to fix this.
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