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Topics - RetroJay

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1
Hi all good peeps.

For those of you who know me... I am still around just working hard on a game with another AGS'er.(laugh)

Okay... Just to be clear I am using Windows 10. And... I should say that my Main Browser is Google Chrome.
I want to ask a question that I have been trying to find a solution to.
Recently I looked inside my "C:\Users\Username\AppData\Local\Temp" folder (With show hidden items checked)
and found hundreds of thumbnails of youtube videos I have watched.
Why?... What use are they there for, except taking up space.???

I cunningly thought to myself "I will try watching youtube videos in 'Incognito' mode and see if that stops the thumbnails from appearing".
This has no effect... The thumbnails still appear.

It is easy to clear them and of no real nuisance but... Why are they there at all?

Yours.
Jay.

Edit: Just found that it isn't only youtube videos... Videos that I look at in general (Videos that friends send me) are also being 'Thumbnailed' in my temp folder too... WHY? (laugh)(laugh)(laugh)
Every time I click on a video (on line) it makes a thumbnail in my temp folder. ?????????

2
Hi all good peeps of AGS.

A few days ago now I was shocked to discover that my web site (which had been very kindly hosted for me) had vanished.8-0
This was the site that I uploaded my games to for others to download here.
Unfortunately I have no idea as to how long it had been like this.:~(

However, I can now report that everything should be back to normal.

So, If you have been trying to download either "The Decorcist" or "The Lost Prince Of Lorden - Part 1" then I can now confirm that both are downloadable again.;-D

My apologies for not noticing this before.

Kind regards.
Jay.

3
Hi, All good peeps of AGS.:-D

Tis I RetroJay.(laugh)
I have been lurking around here for some time now but have been busy working on a project with a friend, using ags 3.2.1
I am also using Windows 10 and have just come across a rather strange Error text file in my compiled folder that says this...

!!!! SPRITE CACHE ERROR: Sprite cache should be empty, but still has 4 bytes.(wtf)

For the life of me I can't understand what the hell is going on here.
Can anyone tell me why this is happening, please ? ???

Yours.
Jay.

p.s. For some unknown reason my Kerbal Avatar has buggered off too.(laugh)
P.P.S. Actually. This is not a laughing matter, because I have just discovered that my site has also followed my avatar and I have no clue as to how long it has been gone.???

4
Hi All good peeps of AGS.

I have been meaning to do this ever since I saw that my game "The Decorcist" had been nominated for an Award. 8-0
Things have been a little hectic of late.

"The best Programming Award"... WOW !! 8-0

I would just like to say thank you to those of you who nominated my game for this most awesome of Awards.

Also... Something else I have been meaning to say...
For anyone who has played "The Decorcist"... Did you find the two hiding places ? (laugh)
There is one in the Mansion and one in the Garden. (laugh)

Anyway...
Thank you for nominating my game for an Award, I am most honored. ;-D

Yours.
Jay.

5
General Discussion / Multimedia Fusion 2.5
« on: 12 Feb 2015, 00:20 »
Hi All.

I need your thoughts.
I have been toying with the idea of purchasing Multimedia Fusion 2.5. (and the Android Extender.)

Looking online it looks really cool. There are loads of vids about it and everyone raves about it.
I downloaded the free version to try and already made a small space shooter with it. (very basic, like Zap...Zap...Bang...Bang.)
Before I purchase it though I want to ask... Does anybody here use it and what are your opinions of it?

Yours.
Jay.

6
Completed Game Announcements / The Decorcist.
« on: 09 Feb 2015, 19:28 »
Hi All Good Peeps Of AGS.



J-Soft Is Proud To Present.


THE DECORCIST

The Story.
Lord and Lady Featherstone are thrilled when they inherit Grantley Mansion from a widely travelled, recently deceased, Uncle.
The building has stood empty and neglected for years, but they are confident that it can be restored to its former glory.
Deeds signed, key in hand, they take possession only to discover, to their horror, that the mansion is already possessed by a legion of unearthly squatters.
Remembering an advertisement he has seen in the local newspaper Lord Featherstone enlists the services of Dan a renowned, but unconventional, Decorator to rid the place of these uninvited guests by performing a Decorcism.

     


The Decorcist is a Platform/Adventure which is played over two rooms.
However, there is a lot more to the game than meets the eye.

The Decorcist is 640x480.
Controls are Keyboard only.

Please Click The Link Below To Download...

The Decorcist

I hope you will enjoy my game.


EDIT:
Please note that I have decided to change the name of my game from 'The Decorator' to 'The Decorcist'.
Why I hear you say...
Well I have found another platform game out there, on the web, that is going by the original name of my game.
I DO NOT want my game to be confused with this other game.
(wrong)

Yours.
Jay.

7
AGS Games in Production / [ RELEASED ] The Decorcist
« on: 03 Feb 2015, 12:06 »
Hi All Good Peeps Of AGS.
J-Soft Is Proud To Present.
----------------------------------


The Decorator has been Released: Please visit the Completed Games Thread to Download.

The Story

Lord and Lady Featherstone are thrilled when they inherit Grantley Mansion from a widely travelled, recently deceased, Uncle.
The building has stood empty and neglected for years, but they are confident that it can be restored to its former glory.
Deeds signed, key in hand, they take possession only to discover, to their horror, that the mansion is already possessed by a legion of unearthly squatters.
Remembering an advertisement he has seen in the local newspaper Lord Featherstone enlists the services of Dan a renowned, but unconventional, Decorator to rid the place of these uninvited guests by performing a Decorcism.

http://www.j-soft.indrek.org/Images/Decor_shot2.png
http://www.j-soft.indrek.org/Images/Decor_shot3.png




The Decorator is a Platform/Adventure which is played over two rooms.
However, there is a lot more to the game than meets the eye.

The Decorator is 640x480.
Controls are Keyboard only.

I still have a few loose ends to tie up and some game testing to complete.
Hopefully due for release within the next fortnight.

I hope you will enjoy... THE DECORATOR.
Yours.
Jay.



8
Hi All.

In my game I have made a secret area that you can find.
In this area there is a Trophy that you can collect to which a message is displayed "You have found a secret!", or something like that.

My question...
Is there a way of making the Trophy useful?
What I mean is... When the player collects it a Trophy graphic is saved to the game folder... maybe.
Then the player could use it within their signature on forums, like people have Trophies here.

I have been searching for an answer to this question but have come up blank.

Any help would be much appreciated.

Yours.
Jay. 

9
Hi Peeps.

What I would like to try and accomplish should be fairly simple... I think.
The only problem I have is that I don't know the best way to do it.

A certain room, in my game, the background is in a dilapidated state but by using some magic everything becomes shiny and new.
I have done this by creating one other background frame and assigning it when the magic happens...But.
Is there a way of making this transition fade-in instead of just... Boom! there ya go.(laugh)

Am I going about this the right way or is there a better way?

Yours.
Jay. 

10
Hi All Good Peeps.

I hope you are all well.

My game that I am working on at the moment is almost finished.
It is a kind of Platform/Adventure game and is only controlled by the keyboard.

Arrow keys = Move.
A = Look.
Z = Pick up / Use.

I nearly have everything working just the way I want.
The only thing that is bugging me is the 'cCharacter.Say' parts of my game.
The problem I am having is that, every now and then, when the A or Z key is pressed the 'cDan.Say' message flashes up and disappears in less than a second.???
This doesn't always happen but annoys the hell out of me when it does.

As you will see in the section of script below, I have created a Function for all of the Objects in my room.
Code: Adventure Game Studio
  1. function Interact_Objects() {
  2. // INTERACT WITH OBJECTS SCRIPT.
  3.  
  4.   if (AreThingsOverlapping(DAN, 1021)) {
  5.     if (IsKeyPressed(eKeyZ) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false ) {
  6.       oKey.Visible = false;
  7.       cDan.AddInventory(inventory[1]);    
  8.       cDan.Say("Blah...Blah."); // Use Z key to pick up object.
  9.     }
  10.    
  11.     else{
  12.       if (IsKeyPressed(eKeyA) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false )
  13.       cDan.Say("Blah...Blah."); // Use A key to look at object.
  14.     }
  15.   }
  16.   // Etc...(There is a considerable amount of script after this.)

To make the Function work I have called it from the rooms 'RepExec'.
Code: Adventure Game Studio
  1. function room_RepExec() {
  2.   Interact_Objects(); // This calls upon the 'Interact_Objects' script above.

I would be most grateful if someone could shed some light on why this small but irritating bug :-\ happens.

Yours.
Jay.

11
Beginners' Technical Questions / Re-define the keys.
« on: 20 Nov 2014, 05:30 »
Hi all.

I hope someone can help me out here.
I have been scouring the forums and searching for a solution but, alas, have not found the answer.

The game I am working on is all controlled with the keyboard, I am using the built in 'KeyboardMovement' Module, AGS 3.2.1.
Everything is going well... However...

I would love for the player to be able to re-define the controls.
The keys that I would like for them to be able to change are the movement keys, these are set on the arrow keys, at the moment.
Also Examine and Use inventory item, I have these set on A and Z, for now.

Is there a way of accomplishing what I would like to do?
If anyone could give me a few pointers, it would be much appreciated.

Yours.
Jay.

12
Hi All Good Peeps of AGS.

I hope you are all well.

What I would like to implement within my game is a 'Save Game' feature that only occurs when you exit the game.
For those of you that have played 'Hidden Objects' games, then I trust you know what I mean.

For People who haven't...
When you exit the game then it is saved automatically at the point in witch you left.

Is there a way of accomplishing this or am I aiming too high here?

Yours.
Jay.

13
Advanced Technical Forum / AGS Error Report.
« on: 11 Sep 2014, 23:19 »
Hi All.

I think that this is the right forum for this subject.

Ok. Tonight I was merrily working away when AGS suffered a large crash.
At the time I was working on a Character and had inadvertently entered the wrong ID number for it.
AGS told me I had but then everything went wrong.8-0

I am using AGS 3.2.1 (Draconian Version)
I tried to send an error report to AGS Server but couldn't.
So I was told to post it here.
Quote
Error: Object reference not set to an instance of an object.
Version: AGS 3.2.1.111

System.NullReferenceException: Object reference not set to an instance of an object.
   at AGS.Editor.CharactersEditorFilter.GetCh aracterRect(Character character, Int32 scale, RoomEditorState state)
   at AGS.Editor.CharactersEditorFilter.Paint(Graphics graphics, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedP anel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithE rrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl. WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

All is well, though, with my project and nothing has been lost.;-D

Yours.
Jay.

14
Hi Peeps.

In my game I have npc's that walk from left to right and up and down.
I have the code below inside the rooms Rep_Exc_Always.

Code: Adventure Game Studio
  1.    // NPC MOVEMENT SCRIPT.
  2.    //---------------------
  3.    // This section makes GHOSTS and other CREATURES move.
  4.    if (!cZomb.Moving) {
  5.      if (cZomb.x < 200) {
  6.        // If the Zombie is on the left hand side of the screen,
  7.        // start it moving towards the right.
  8.        cZomb.Walk(612, cZomb.y, eNoBlock, eAnywhere);
  9.        }
  10.        else {
  11.          // Otherwise, move it towards the left
  12.          cZomb.Walk(28, cZomb.y, eNoBlock, eAnywhere);
  13.        }
  14.    }
  15.  
  16.    if (!cZomb2.Moving) {
  17.      if (cZomb2.x < 200) {
  18.        // If the Zombie is on the left hand side of the screen,
  19.        // start it moving towards the right.
  20.        cZomb2.Walk(398, cZomb2.y, eNoBlock, eAnywhere);
  21.        }
  22.        else {
  23.          // Otherwise, move it towards the left.
  24.          cZomb2.Walk(162, cZomb2.y, eNoBlock, eAnywhere);
  25.        }
  26.    }
  27.  
  28.    if (!cZomb3.Moving) {
  29.      if (cZomb3.x < 300) {
  30.        // If the Zombie is on the left hand side of the screen,
  31.        // start it moving towards the right.
  32.        cZomb3.Walk(612, cZomb3.y, eNoBlock, eAnywhere);
  33.        }
  34.        else {
  35.          // Otherwise, move it towards the left.
  36.          cZomb3.Walk(286, cZomb3.y, eNoBlock, eAnywhere);
  37.        }
  38.    }
  39.  
  40.    if (!cGhost.Moving) {
  41.      if (cGhost.x < 100) {
  42.        // If the Ghost is on the left hand side of the screen,
  43.        // start it moving towards the right.
  44.        cGhost.Walk(582, cGhost.y, eNoBlock, eAnywhere);
  45.        }
  46.        else {
  47.          // Otherwise, move it towards the left
  48.          cGhost.Walk(54, cGhost.y, eNoBlock, eAnywhere);
  49.        }
  50.    }
  51.  
  52.    if (!cGhost2.Moving) {
  53.      if (cGhost2.x < 100) {
  54.        // If the Ghost is on the left hand side of the screen,
  55.        // start it moving towards the right.
  56.        cGhost2.Walk(607, cGhost2.y, eNoBlock, eAnywhere);
  57.        }
  58.        else {
  59.          // Otherwise, move it towards the left.
  60.          cGhost2.Walk(32, cGhost2.y, eNoBlock, eAnywhere);
  61.        }
  62.    }
  63.  
  64.    if (!cSpidey.Moving) {
  65.      if (cSpidey.y < 300) {
  66.        // If the Spider is towards the bottom half of the screen,
  67.        // start it moving towards the top.
  68.        cSpidey.Walk(cSpidey.x, 300, eNoBlock, eAnywhere);
  69.        }
  70.        else {
  71.          // Otherwise, move it towards the bottom.
  72.          cSpidey.Walk(cSpidey.x, 264, eNoBlock, eAnywhere);
  73.        }
  74.    }
  75.  
  76.    if (!cSpidey2.Moving) {
  77.      if (cSpidey2.y < 300) {
  78.        // If the Spider is towards the bottom half of the screen,
  79.        // start it moving towards the top.
  80.        cSpidey2.Walk(cSpidey2.x, 300, eNoBlock, eAnywhere);
  81.        }
  82.        else {
  83.          // Otherwise, move it towards the bottom.
  84.          cSpidey2.Walk(cSpidey2.x, 264, eNoBlock, eAnywhere);
  85.        }
  86.    }
  87.  
  88.    if (!cMummy1.Moving) {
  89.      if (cMummy1.x < 200) {
  90.        // If the Zombie is on the left hand side of the screen,
  91.        // start it moving towards the right.
  92.        cMummy1.Walk(258, cMummy1.y, eNoBlock, eAnywhere);
  93.        }
  94.        else {
  95.          // Otherwise, move it towards the left
  96.          cMummy1.Walk(28, cMummy1.y, eNoBlock, eAnywhere);
  97.        }
  98.    }
  99.  }
  100.   // END OF GHOST AND CREATURE MOVEMENTS SCRIPT.
  101.   //--------------------------------------------

This works just great.
The problem is when I leave this room and re-enter.
If I leave the room when npc's are half way across the screen and then re-enter, the npc's scurry back to their start positions. (This ruins the timing of creatures for this room).

I tried to make a 'Global Bool' and moved my movement script to GlobalScript.asc (Rep_Exc_Always) and call it from the rooms Rep_Exc_Always.
I got this to work but the npc's still behave the same.

Now I know why this is happening but is there a way to either stop them in their tracks, when the player leaves the room, and to continue in the correct direction when player re-enters.
Or to continuously have them moving even when the player is not in that room?

If I could just get this to work, it would be a great leap forward.

Any help would be much appreciated.

Yours.
Jay.

15
General Discussion / Kerbal Space Program
« on: 08 Aug 2014, 02:18 »
Hi All.

Sorry to post another thread (I have verbal diarrhoea tonight.)(laugh)

Anyway, Kerbal Space Program.
Does anyone here have this, pretty awesome looking space sim, and play it?

I only stumbled upon it two nights ago and downloaded the demo version of it to try.
At the moment I am hooked and have killed off so many Kerbals in my attempt to create a space worthy vehicle, capable of visiting the nearby moon 'Mun', that I am now a mass murderer.
Tonight was the maiden voyage of my new rocket and, it must be said, all was going swimmingly... That was until I overlooked a small technical detail and jettisoned the wrong section.8-0
This resulted in poor Mr Bill Kerman, my fearless/stupid astronaut, gradually disappear into the infinites of space in his un-powered space module, never to be seen again.:~(

As you can hear, I am totally enjoying the demo version and am thinking of purchasing the full version.

Are there any Kerbalers out there who have the full version and is it a good purchase?

Yours.
Jay (Captain James Tiberius Kerman).   

16
Hi all.

Just wanted to pick your brains for a moment.

On my 'Windows 8.1 home edition' desktop computer I have the 'One Drive' folder, which was called 'Sky Drive'.
I wish to get shot of this program as I don't use it, nor wish to ever use it.
I have managed to uninstall it from 'Program features' (add and remove). however...
Reading on-line people were saying this couldn't be done.

There is still the matter of removing the folder from 'File explorer', which I can't get rid of.
Others have suggested using 'regedit' but I really do not want to tamper with registry entries.
People are, also, saying that you can use 'gpedit.msc' (from the Run command) to rid yourself of this useless program.
Unfortunately, it appears that 'Windows 8.1 home edition' doesn't have this feature (only Pro and Enterprise).

Now, I have downloaded a 'registry' file from 'Windows 8 forums' which is supposed to disable 'One Drive/Sky Drive' but am always wary about such things.

With this file sitting in my 'Downloads' I don't want to do anything else until I have enquired as to whether anyone else has either got rid of 'One Drive' another way or
used this 'Rgistry Download' from 'Windows 8 forums'.

Any help on this matter would be very... Well helpful, really.:)

Yours.
Jay.
 

17
Hi all good peeps.

Here is my problem.
I have set my game to use keys only.
All was going splendidly until I wanted to implement a Plans/Map gui, with the push of the P key.
The Plans/Map gui is a full screen gui and set to 'pause game when shown'.
This all works fine, the Plans/Map gui turns on and off with the push of P and the game pauses/un-pauses when this happens.

However...
On my game screen I have hotspots and have set the 'Space key' to examine these spots.
I only found out the other night, by chance, that if the player character happens to be over a hotspot when the Plans/Map gui is displayed, pushing the space key still operates behind the gui and locks the entire game.
Obviously I don't want this to happen but don't quite know how to rectify this

Could someone please help me with this small but exceedingly irritating problem.

Yours.
Jay.

18
Hi Peeps.

I have a problem, anyone who knows me would agree.(laugh)
This, however, is a Scripting problem.

In one room I have a number of creatures, on different levels, that walk from left to right and back again, repeatedly.
If any one of these creatures touches the 'Player Character' then a point is deducted from a 'Meter' until the meter is empty.
This is where the player runs away screaming, in theory.

I have created a 'Sanity Monitor' using a GUI and a 'Button'.
The buttons image is the meter and is set to 'Clip Image'

I have created a 'Global Variable' called 'number_of_hearts' an INT set to 218.
In 'Global Script ash' I have...
Code: Adventure Game Studio
  1. import function UpdateHeartGUI(int change);
At the very top of 'Global Script asc' I have...
Code: Adventure Game Studio
  1. function UpdateHeartGUI(int change) {
  2. number_of_hearts += change;
  3. if (number_of_hearts < 0) number_of_hearts = 0;
  4. if (number_of_hearts > 218) number_of_hearts = 218;
  5. btnHearts.Width = number_of_hearts * 1;
  6. return number_of_hearts;
  7. }
In my 'Room Script' I have...
Code: Adventure Game Studio
  1. // room script file
  2.  
  3. function room_FirstLoad() {
  4.   aWelcome.Play();
  5. }
  6.  
  7. function room_Load() {
  8.   // This disables MOUSE controls.
  9.   //------------------------------
  10.   mouse.Visible = false;
  11.   cDan.FaceLocation(0, 360);
  12.   aMystery.Play();
  13. }
  14.  
  15. function room_RepExec() {
  16.   // SCARE SCRIPT.
  17.   //---------------------------------------------------
  18.   // If the GHOSTS or other CREATURES collide with EGO,
  19.   // they SCARE him.
  20.  
  21.   if (AreThingsOverlapping(ZOMB, DAN)) {
  22.     aScream2.Play();
  23.     if (UpdateHeartGUI(-2) == 0){
  24.       QuitGame(0);
  25.     }
  26.   }
  27.  
  28.   if (AreThingsOverlapping(ZOMB2, DAN)) {
  29.     aScream2.Play();
  30.     if (UpdateHeartGUI(-2) == 0){
  31.       QuitGame(0);
  32.     }
  33.   }
  34.  
  35.   if (AreThingsOverlapping(ZOMB3, DAN)) {
  36.     aScream2.Play();
  37.     if (UpdateHeartGUI(-2) == 0){
  38.       QuitGame(0);
  39.     }
  40.   }
  41.  
  42.   if (AreThingsOverlapping(GHOST, DAN)) {
  43.     aGhostly1.Play();
  44.     if (UpdateHeartGUI(-1) == 0){
  45.       QuitGame(0);
  46.     }
  47.   }
  48.  
  49.   if (AreThingsOverlapping(GHOST2, DAN)) {
  50.     aGhostly1.Play();
  51.     if (UpdateHeartGUI(-1) == 0){
  52.       QuitGame(0);
  53.     }
  54.   }
  55.   // END OF SCARE SCRIPT.
  56.   //---------------------
  57.  
  58.   // This section makes GHOSTS and other CREATURES move.
  59.   //----------------------------------------------------
  60.   if (!cZomb.Moving) {
  61.     if (cZomb.x < 100) {
  62.       // If the Ghost is on the left hand side of the screen,
  63.       // start it moving towards the right.
  64.       cZomb.Walk(600, cZomb.y, eNoBlock, eAnywhere);
  65.       }
  66.       else {
  67.         // Otherwise, move it towards the left
  68.         cZomb.Walk(34, cZomb.y, eNoBlock, eAnywhere);
  69.       }
  70.   }
  71.  
  72.   if (!cZomb2.Moving) {
  73.     if (cZomb2.x < 100) {
  74.       // If the Ghost is on the left hand side of the screen,
  75.       // start it moving towards the right.
  76.       cZomb2.Walk(605, cZomb2.y, eNoBlock, eAnywhere);
  77.       }
  78.       else {
  79.         // Otherwise, move it towards the left.
  80.         cZomb2.Walk(34, cZomb2.y, eNoBlock, eAnywhere);
  81.       }
  82.   }
  83.  
  84.   if (!cZomb3.Moving) {
  85.     if (cZomb3.x < 100) {
  86.       // If the Ghost is on the left hand side of the screen,
  87.       // start it moving towards the right.
  88.       cZomb3.Walk(600, cZomb3.y, eNoBlock, eAnywhere);
  89.       }
  90.       else {
  91.         // Otherwise, move it towards the left.
  92.         cZomb3.Walk(34, cZomb3.y, eNoBlock, eAnywhere);
  93.       }
  94.   }
  95.  
  96.   if (!cGhost.Moving) {
  97.     if (cGhost.x < 100) {
  98.       // If the Ghost is on the left hand side of the screen,
  99.       // start it moving towards the right.
  100.       cGhost.Walk(582, cGhost.y, eNoBlock, eAnywhere);
  101.       }
  102.       else {
  103.         // Otherwise, move it towards the left
  104.         cGhost.Walk(34, cGhost.y, eNoBlock, eAnywhere);
  105.       }
  106.   }
  107.  
  108.   if (!cGhost2.Moving) {
  109.     if (cGhost2.x < 100) {
  110.       // If the Ghost is on the left hand side of the screen,
  111.       // start it moving towards the right.
  112.       cGhost2.Walk(600, cGhost2.y, eNoBlock, eAnywhere);
  113.       }
  114.       else {
  115.         // Otherwise, move it towards the left.
  116.         cGhost2.Walk(34, cGhost2.y, eNoBlock, eAnywhere);
  117.       }
  118.   }
  119. }
  120.   // END OF GHOST AND CREATURE MOVEMENTS SCRIPT.
  121.   //--------------------------------------------

This works just fine... However.
The audio files that I have within my room script play over and over again.
Obviously this is because they are within the 'Repeatedly Execute' section.
I don't know how to cure this.

I have tried many ways of getting the sound files to play outside of 'Repeatedly Execute'.
My game Compiles but no sound is played when the character collides with an NPC.

If anyone can see my error or even a better way to do what I am trying to do then please help.
I have been trying to do this for the past week now, without help, and have got nowhere.

Yours.
Jay.   

19
General Discussion / Games minimizing on Windows 8.1
« on: 02 May 2014, 23:35 »
Hi all good peeps.

My Brothers Windows 8.1 machine seems to have developed another strange and un-explained oddity.
For the last two days now, games that were running fine now keep minimizing to the Taskbar.
He clicks the game in the Taskbar and it opens up full screen again.

Searching the Web hasn't helped, or shed any light on the problem.
He hasn't installed any new programs lately, his wallpaper is static and all drivers are up to date.

I said to him that I would ask the, knowledgeable, people here to see if anyone can help.

Here is a chance for one or many of you to shine.:)

Yours.
Jay.     

20
Hi All.

My Bro purchased two games recently - 'Captain Morgane and the Golden Turtle' and 'Yesterday'.
Neither of them would run on his Windows 8.1 machine.
After much searching we finally found an article on Microsofts site regarding Starforce Protection, stopping games from starting (if that makes sense):-\

Any way, Just wanted to let everyone know that these two game are working a charm now.
All you have to do is download and install update KB2930157 for Windows 8.1.
The update was released on the 10th of March this year and addresses the starforce protection issue.

Thought that I would mention this as It may be helpful to someone else.

Yours.
Jay.

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