3.6.2 Patch 2 is released:
https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-2-patch-2/
https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-2-patch-2/
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Show posts Menumanaged struct Child {
int Index;
import readonly attribute String Name;
};
managed struct Parent {
import readonly attribute Child* children[];
};
String _names[];
Child* _children[];
String get_Name(this Child*) {
return _names[this.Index];
}
Child* geti_children(this Parent*, int index) {
return _children[index];
}
Quote from: Baguettator on Yesterday at 22:29:41Well I was thinking about :
- importing a font file
- create a button
- give this button the font you just imported
- choose the size of the font for THIS button (and eventually its style if possible)
- allow to manipulate font's property for each button or things using texts (labels etc...), such as the font's size, dynamically in scripts. My best example for it is about translations : if you have a button with the text "ABCD" inside, and when you change translation the texts becomes "ABCDEFGHIJ", the button could be too small to have the text properly inside, so you could just change the font's size to fit the text there.
Quote from: Monsieur OUXX on Yesterday at 10:28:22I have some kind of hunch that it could also be a concurrency issue. Something along the lines of: "the startup process of the game overlaps its immediate interruption. For example: The new compiler switches to the Log Panel or the Watch Panel just as the game ends and the Editor tries to display the window. One of the two processes wins the race, and the window gets closed".
Quote from: Monsieur OUXX on Yesterday at 12:18:02ISSUE #6: Editor "out of memory for bitmap"
After building the game with F5, I got this :Code: ags Error: Out of memory.
This happened randomly and doesn't happen again if I close the Editor and open it again.
Quote from: Monsieur OUXX on Yesterday at 11:43:435) (BUGFIX) Fix the scrolling to the highlighted line of code
Quote from: Gilbert on Yesterday at 02:04:34I guess it's just someone who are used to "modern high-res HD graphics" and cannot stand blocky pixels, so they prefer playing the game in a tiny window.
Quote from: ThreeOhFour on Yesterday at 02:19:58Finally back to building an AGS project after getting it written and when I tried to update my project from Alpha 14 of AGS 4.0 to Alpha 22 I noticed that my functions that use the DrawLine() command no longer work. Has the way dynamic sprites work changed between these versions? It doesn't crash, it's just that nothing shows up. Restoring my backup up project and opening it in the Alpha 14 build had the lines showing up as expected.
Quote from: Monsieur OUXX on Yesterday at 00:28:38EDIT 3: My laptop is known for having a very high resolution combined with a very wide screen (3840 x 2160). Could it be that the coordinates of the popup window are so crazy that the system decides to close it? It's just a shot in the dark, because like I said I do see it flash briefly.
Quote4) I press F5 -> It does not regenerate the warningsF5 does not rebuild all rooms, only recently modified ones.
QuoteIn the end I had to take a screenshot of the warnings, to have both the room and the warnings side by side.You can do right-click - Copy the output messages.
Quote from: Monsieur OUXX on Yesterday at 00:18:29But in the AGS 4 editor, the popup disappears instantly. I can see it flash but it closes itself before I have the time to read the message.
int get_SomeStaticValue(static MyStruct)
{
}
static int MyStruct::get_SomeStaticValue()
{
}
Quote from: Monsieur OUXX on Thu 17/07/2025 23:34:03In case it went unnoticed : The AGS 4 compiler is now stricter on "enum versus int" when it comes to declaring attributes (and their dedicated setter/getter).
For me it's a non-issue, I'm just reporting it. If it's by design just ignore it.
Quote from: Monsieur OUXX on Thu 17/07/2025 23:34:03Also, not directly the same issue: The author of the module originally made the setters return a boolean
Quote from: Monsieur OUXX on Thu 17/07/2025 21:16:432) The "courrier new" font appears weirdly thin in the Code editor. So thin that at first I thought it was all grayed out. I made it work by using the first random open-source font replacement I came across (I went to dafont.com and picked "NK57 Monospace Sc Sb".
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