Show Posts

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.


Messages - Cloudee1

Pages: 1 [2] 3 4 ... 72
16
Everything-Else / Re: Kawa's Soul Mate
« on: September 15, 2016, 07:19:38 AM »
It was only in reference to the Dating Pool characters and this imgurians artwork

17
Everything-Else / Kawa's Soul Mate
« on: September 14, 2016, 10:38:47 PM »
Kawa I was browsing Imgur Usersub and I found you a soul mate... or hell maybe even you for all I know

http://imgur.com/gallery/pdsMg




18
Forum Support and Suggestions / Re: Issue viewing AGI tutorials
« on: August 05, 2016, 10:01:47 PM »
When AGI games went down, I made the space for any AGI fans/programmers to have a home here. Unfortunately there weren't very many around at the time and haven't been many since. I started making space for AGI forums, but not knowing AGI myself, wasn't even sure which editor was the best one to use. There are still a number of links to many existing tutorials around. I had intended to copy them all over to here, unfortunately I never actually did and as time went on there was less and less need as we have only had a few AGI programmers make themselves known. The worst part is that most of the regulars here don't know anything about AGI either so the old tutorials are really all there is.

19
SCI Syntax Help / Re: Check if an object is disposed?
« on: April 13, 2016, 09:37:15 PM »
Why not hide them when they reach the target instead of disposing of them? It's safer and it looks the same to the player. Besides what troflip just said.
Might I also suggest positioning them off screen (400 400 seems to be my go to position for this) at the same time that you hide them. If you are going to be moving other things around the screen following the part where you hide these views then they may actually get hung up on them and it will take you longer than it should to figure out why.  :P

20
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: April 13, 2016, 09:21:24 PM »
If I remember correctly, ego by default is blocked by views. May want to double check that there's an ignore actor in there.

21
SCI Syntax Help / Sierra Syntax vs. Studio Syntax
« on: February 25, 2016, 12:27:40 PM »
I know the push right now is for Sierra syntax over Studio syntax, but I am not really sure why...

Anyone care to weigh off on their opinions?

22
SCI Syntax Help / Re: Help Requested: Understanding changeState
« on: February 25, 2016, 08:28:17 AM »
I am agreeing with Phil on this one. I would bet money that your Ego isn't actually making it to that spot. I just tossed your changeState into a game to see what happened and it appeared to work fine. I had to change a couple of things because my current project is in sci1.1 though, so I am not positive.

I don't know about this line "(self:setScript(egoEnterScript))" in case 1, for now a "= seconds 1" would probably fit your needs just fine. Also, the "=  gProgramControl TRUE" Try putting that in case 0, instead of outside the switch. But I don't think that is preventing it from hitting case 1, just something that I noticed.

If you want ego to ignore white lines to make sure he isn't getting hung up on one, in case 0 change the send gEgo statement to this...
Code: [Select]
(send gEgo:ignoreControl(ctlWHITE)setMotion(MoveTo 186 130 egoEnterScript))

I am assuming that the pPodLid is where ego is crawling towards, here is what you could do to make sure ego isn't getting hung up on that. In case 0,  add in a quick call right underneath the ego line above, this...
Code: [Select]
(pPodLid:ignoreActors())

If there are any other views in the way, you will want to do the same for them too. If there are any other control lines that might be blocking ego, for instance yellow if you are using one of the door scripts you might want to ignore them too.

If you need to undo these changes, I believe it's observeControl(ctlWHITE) and ignoreActors(FALSE) and don't worry, I use the Studio syntax too lol

23
SCI Syntax Help / Re: Help Requested: Pausing to let a loop play
« on: February 23, 2016, 12:19:23 PM »
Very easy and yes, a local boolean variable would be perfect

Up at the top, create a local variable
 egoDead = FALSE

Now, use this variable in your doit method that is forcing ego to a specific view, just add an if statement around what you already have going on there.

 (if(not(egoDead))
   What you already have...
 ) // end if not ego dead

and then finally, when your ego get's shot, you could stick this in case 0 of what Brandon had going for you, above where you set the ego's view. A better place would be wherever it is that you called the changestate, that way it is yours to control from the get go.

= egoDead TRUE

and that should be all it takes to steal control back from the doit method.

24
SCI Syntax Help / Re: Help Requested: Pausing to let a loop play
« on: February 23, 2016, 11:53:32 AM »
That usually means there is a missing bracket somewhere. Without seeing your room script, that will be hard to figure out from here.

But basically, check your room script layout.

(instance ...1
  (method...1
  code stuff
  )//end method
)// end instance
(instance ...2
  (method...1
  code stuff
  )//end method 1
  (method...2
  code stuff
  )//end method 2
)// end instance 2
 
Basically, one method has to end before the next one begins, and likewise, one instance has to end before the next one can begin. If looking over that doesn't help, feel free to stick it all up and we'll figure it out.

Another thing you can do is pick a closing ) that you have and put another one in front of it. The script compiler should highlight the opening bracket for you. If it isn't where you are expecting it to be, then you have found your trouble area. Don't forget to remove the closing bracket you just added because really you are just using it to double check your statements and just randomly throwing in a few extra willy nilly isn't going to help you

25
Not to mention that booleans don't even have to reside in the main script at all anymore with the whole Bvariables thing.

26
SCI Syntax Help / Re: Setting the volume of a sound
« on: January 28, 2016, 07:46:33 PM »
This sounds familiar, the note hanging issue, but I can't remember why.

For some reason, I am thinking that I created an empty sound resource, it just held a few rests, and when I needed to stop the music, I played it instead of stopping the other.

It may have been something to do with sciAudio... maybe not, like I said I can't remember

27
SCI Syntax Help / Re: For loop wierdness
« on: January 28, 2016, 07:36:39 PM »
Well now, that is just stupid.

Got home from work and copied everything over to the laptop. Now the initial for loop works flawlessly.

wierd.

Pulling up an older version of the game, last worked on with companion .3, opening now with .6 the for loop fails.... Updated the game.sh file which is where TOTAL_ITEMS is defined and compiled and it works fine... was it just a stupid oversight on my part.

Hmm, I don't know, but you're right, it works fine lol  :P

28
SCI Syntax Help / Re: For loop wierdness
« on: January 28, 2016, 05:26:23 PM »
That's why I say, it is just weird.

For half a second, I thought maybe there were just too many parameters being sent in the get, but that can't be it, because it should just be 1 number getting sent each iteration... I am at a loss. Not that it matters in this scenario because as soon as I noticed it and broke it apart, I got everything.

Really just something that I thought I would point out. Someday someone may complain about a simple for loop failing and I'll be like yeah, I saw that too.

29
SCI Syntax Help / For loop wierdness
« on: January 28, 2016, 03:34:27 PM »
Just came across something really strange. I have a test room, and when I go into I have a for loop set up which is supposed to give me all of the inventory items.

Code: [Select]
  (for (= i 0) (<= i TOTAL_ITEMS) (++i)
    (send gEgo:get(i))
  )

Now this only gets me the first 13 items though. However, if I break this up into two for loops

Code: [Select]
  (for (= i 0) (<= i 10) (++i)
    (send gEgo:get(i))
  )
  (for (= i 11) (<= i TOTAL_ITEMS) (++i)
    (send gEgo:get(i))
  )

Then I get all 18 of the inventory items when I enter the room.

30
SCI Syntax Help / Re: Setting the volume of a sound
« on: January 28, 2016, 01:40:01 PM »
Yeah, that's a negative... all of this played it at the same level.

Code: [Select]
; (dumbSound play: number: 1 vol:15 setVol: 15)
(DoAudio audPLAY 1 audVOLUME 1)
(DoAudio audPLAY 1 audVOLUME 100)

(DoAudio audPLAY 1)
(DoAudio audVOLUME 1)

(DoAudio audPLAY 1)
(DoAudio audVOLUME 100)

Very frustrating, guess I can always dig the wav files back out of the trash and change the level there before resaving and reimporting it.

Pages: 1 [2] 3 4 ... 72

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.096 seconds with 23 queries.