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Messages - Peegee

#1
Hello, thank you for your answer.

I tested the User files, without result.

Indeed, it seems that the file would have been opened in version 3.5.1, version of AGS that I did not have...
I downloaded it tonight and it worked.

So for my new project, Gobliins6, I'm going to AGS 3.6.0. But for my finished project, Gobliiins5, I prefer to stay on the 5, if I make a version, you never know. Because using the file of my new game with AGS 3.6.0, I immediately had small problems with the text, the é was replaced by a ?... Weird... Apparently it got back on its own, but not in the character names, I have to check everything. Thank you PG
#2
Hello, I reformatted my system, reinstalled my version of AGS (3.5.0), but my AGS files no longer work. For the next project, I switched to version 6. It seems to work pretty much, a few small problems. But for my old project, it's annoying not to be able to restart it in its basic version.
He said:

Unable to read the user preference file. You may lose some of your Preferences settings and may not be able to access source control.
 
The error was: This game's user data file is from version 3.5.1.17 of AGS or an unsupported beta version. Please check the AGS website for a newer version of the editor.

 Anybody got any ideas?
#3
 I had a lot of fun programming Gobliiins5 with Adventure Game Studio and I would never thank enough the developers for allowing me to make this game myself from A to Z.

 I am aware that I only used part of the software. I have no notion of programming and I see that we can do much more specific programming. I would like to be smarter and find more tips to improve interactivity.
 I needed help for different points. For example, making a backup by level, at the beginning of the level, was obviously not planned, I would never have found a solution alone.

I'm starting to program my next game, Gobliins6, with AGS. I could not put Gobliiins5 on the forums, I apologize, it did not work at the time, but you can download the whole beginning of the game for free on Itch.io or Steam.

 I had a big bug along the way. I think it was due to the programming of a sequence with several objects, and especially that used animations present in the same view, which I think should be avoided. The software crashed and rotted all the previous rooms already programmed. The scenes with characters could no longer be linked and I could not even retouch them. This is what led me to make the game in 4 exes, not the idea of the century.

 At one point, I learned that you can put sounds directly in the views, at a precise frame. It is very practical, I started to use it for the footsteps of the characters, unfortunately, it is buggy, it starts to replace some sounds by others. A programmer found me a way to put these sounds in the right views and frames in the room_load. If anyone's interested, let me know.


Another very annoying bug, which happens relatively often. We click on an area, the person makes his move to go position to go act on this area, I do not know if we have repeated once too much, but the person does its action without having arrived at the destination, so, remotely... Big problem, some players had this problem.

For me, one thing is missing, it would be to be able to reload a sound, without having to delete it and recharge it. We would also like to be able to delete several sounds at once.

 Working in views is difficult, frames are really small.

The strange thing is in the view script, it does not take the names of objects or hotspots, you have to put object[1].

... and thanks to the users, who have solved many problems on the French and American forums !   

Pierre Gilhodes
#4
PS: I could never put the code in black! I can't find the info.
#5
Hello Khris, sorry, I didn't see your answer in time... I still found a solution, it was enough to remove "game default" in my code so that he can play the animation in French:

Code:ags
  if (Game.TranslationFilename == "")
/ags

Thank you. For your information, my Gobliiins5 game is almost finished!

Pierre Gilhodes
#6
Hello Khris, Actually, I don't understand your proposal...

code:ags
  int new_game_view = BTNNEWGAME;
  int load_view = BTNLOAD;
/ags

??
#7
Code: ags
Okay, it must be simple, I put this:


code[ags]

function oJouer_AnyClick()
{
  if (Game.TranslationFilename == "Game Default")  
{
oJouer.SetView(95);
oJouer.Animate(0, 3, eOnce);

}
  if (Game.TranslationFilename == "English") 
{
oJouer.SetView(95);
oJouer.Animate(5, 3, eOnce);

}  
  
player.ChangeRoom(102, 129, 171, eDirectionDown);

aZik01.Stop();

}

But he no longer plays the animation in "Game Defaut", I don't understand why?
#8
Hello,

 I made buttons in the basic menu of the game, New game, Load, Quit, Credits, in French. I made them with objects, animated. I can use, in the English version the change of object sprite... but how to change the sprites that constitute the button animation?
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