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Messages - MugMan

#1
Cheers!
#2
Hello (Again, sorry.) I was wondering if you could change the box that appears when using Display ("Stuff");
Cheers in advanced.
#3
Whoops! My bad!

Cheers man!
#4
Hello! I've been having some strange trouble with a bug, after changing a characters view with .ChangeView, the actual change only happens when the character is standing still, or when the bar at the top is interacted with, is this a common issue? Am i missing something?

Cheers.
#5
Thank you Slasher! Works like a dream, cheers!
#6
Hello! I've ran into a problem, after my title screen fades in i thought it'd be a good idea to change the players cursor to the pointer, however, the cursor can no longer be used for clicking on the hotspots i'd set up for the different buttons on the menu, how would i set the player's cursor to the pointer, not allow them to switch, and allow the pointer to interact with hotspots?
Code: ags

function room_RepExec()
{
mouse.UseModeGraphic(eModePointer);
}

#7
That's strange, for some reason the compile was succesful this time. ???
Anyone know how to close a thread?
#8
Hello! Whilst i was making my game i changed the name of a gui button, and all the dunctions it called on (The loading button) i'm not entirely sure why but when i attempted to complie the game into an EXE i got this error:
Unexpected error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
I'm not really sure what caused this but i have a feeling it might've been the change to the GUI, i'd appreciate any help you could give me.

#9
Ah! I've solved the problem!

function cMan_Mode8()
{
cMan.SetAsPlayer();
Display ("You are now playing as ManMan");
bool Switching = true;

if (cGhost == player) {
}
else {
   
   if (Switching == true) {
   cGhost.Walk (player.x-20, player.y, eBlock); {
      if (Switching == true){
        Switching = false;

    cGhost.ChangeView(4);
    cGhost.Animate (0, 2, eOnce);
    cGhost.ChangeView(5);
          }
#10
Quote from: Snarky on Fri 09/12/2016 20:31:25
Quote from: MugMan on Fri 09/12/2016 19:24:06
Should i be running this under something rather than execute always?

Yes! Almost certainly. What should trigger this happening?

The idea was that the player can posses other characters to use them, and i wanted to build a system that'd let the player switch back to the ghost anytime, so the ghost would walk next to the player, run a possesion animation and then change it's view into a weird orb thing
#11
Hello! I was attempting to make a transititon animation of a ghost entering the player and leaving behind an orb, but it seems to be getting stuck on the first animate command! Any help? Should i be running this under something rather than execute always?

Code: ags

  if (cGhost == player) {
 }
 else {
   cGhost.Walk (player.x-20, player.y, eBlock);
   if (cGhost.x == player.x-20) {
    if (cGhost.y == player.y) {
    cGhost.x = player.x-20;
    cGhost.y = player.y;
    cGhost.LockView(4);
    cGhost.Animate (0, 2, eOnce);
    cGhost.LockView(5);
    }
   }


I'd really appreciate any help, cheers!
#12
Well i've got a bit of egg on my face! Closing ags then deleting Layout.xml did the ticket, you're a diamond mate :)
#13
I think it'd be easier if i posted the imgur link, http://imgur.com/a/ejsPJ
#14
I'm using the latest version of Ags, the issue was also present previously so i thought i needed to update, Here's the screen shot you asked for
#15
No, i'm not running a dual monitor setup, I'm not sure how to add an image to my post, sorry to be a bother.
#16
Both Explore Project and Properties are ticked under the window option, And i deleted the Layout.xml file, however neither show up :(
#17
Pretty much what the title says, upon creating a new game the only tab that opens is the start page, and i don't know how to open the Project tree or property grid, help would be very much appreciated :)
#18
Yeah, the mouse had the talking head on it, i don't really know.
Just for reference here's the code in a working state:
Code: ags

if (player==cEgo) {
  cEgo.Say ("");
}
if (player==cAlienKing) {
  cAlienKing.Say ("");
}
if (player==cFrank) {
  cFrank.Say ("");

#19
Quote from: slasher on Sat 05/12/2015 18:20:11
Right..

are you using a template that is not the default?

you could try using another interaction on CFrank like Lookat and have the dialogs start instead of Talkto.

Maybe create a new game and start afresh and see if the problem persists or comb all your script and search for any errors or something that may clash..

perhaps post here or send me a PM with your room script / dialogs...
It's the default game base yeah, i'll redo it i suppose, the only other thing i added was a chracter switching thing so:
Code: ags

function cAlienKing_Interact()
{
if (player==cEgo) {
  cEgo.Say (" If you're so bloody smart, you go do it.");
  cAlienKing.Say ("Fine, it's about time someone with an intellect attempted this.");
cAlienKing.SetAsPlayer();

EDIT: Wow, it worked when i changed the fuinction to look.
I have no idea how that worked, thanks!
#20
Quote from: slasher on Sat 05/12/2015 18:11:50
Something must be clashing with it..

check if anything in rep exec might be interfering with it or another function / variable..

look from all angles..

as Crimson says: code looks fine.

I uhh, i don't know what a rep exec even is... Sorry, this is the first character (Otherthan Ego and AlienKing) that i've added to the game, and one of the first interactions with anything other than a hotspot, and that was just a standered cEgo.Say ("Blah Blah"); sorta thing.
Edit: Turning the Else if statement into just an Else statement doesn't work ethier.
Is it relevant that the exit game thing doesn't actually stop the .exe? It just makes it not respond.
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