AGS 2.72 Final 2 - World Cup Edition

Started by Pumaman, Sat 14/01/2006 22:47:30

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Pumaman

Ok, well I thought that as beta 1 had introduced a couple of rather annoying bugs, I'd may as well post a new version to fix them. Hence, beta 1a is now available!

Elliott Hird


Fribbi AGDI joker

The new version fixed my problem. Many thanks goes to you Chris!

Kinoko

God, I haven't even hung out my washing from October last year or picked up my cat from the vet (I wonder how old she is now...) and you're here producing a different beta release with each new rise and fall of the sun!

Rui 'Trovatore' Pires

Ayuh - he be an inspiration to us all what doan finish our games.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

TheMagician

QuoteOffset-feature for Listboxes.
Would anyone else find that useful?

Well, I know that Rui "something" Pires asked for it in this thread and strazer put it on the Tracker.

But I can understand that this is only a low-priority item.

monkey0506

It would be GREAT if we could define arrays using a more complex index, such as:

Code: ags
#define ALPHA 5
#define BETA 10

int Stuff[ALPHA * BETA];


Whereas now we would have to do something like:

Code: ags
#define ALPHA 5
#define BETA 10
#define ALPHA_BETA 50

int Stuff[ALPHA_BETA];


It's pretty much annoying if you want to allow the user to change the values of ALPHA and BETA (in the script, not at run-time) and have the array size update to the change, instead of the user having to set an additional value.


monkey0506

I should really stop asking for stuff without looking to see if it's not on there yet.  Although it would still be awesome if it were implemented in this version ;).

Kinoko

This is from v2.71 but I didn't notice it in the changes for the new beta so...

Tiny thing, but I noticed that if I'm calling a function that includes a string, and I put a , in that string, calltips will skip the next parameter as I continue typing the function.

Rui 'Trovatore' Pires

Small suggestion not worth a new thread:

Now that some parameters in functions can be optional, the three "data" parameters in "GetGameParameter" could be optional, defaulting to "0".
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Helli78

one question about the implemention of new features (see the side www.adventuregamestudio.co.uk/tracker.php ):

(if this question is too thumb or in the wrong section (i did not know, where to post it else), please ignore/move it! thanks!   ;)  )

will CJ select randomly the "next-implemented" features, like entry 42 and 51 of the list sounds interesting, that one i will fix next...
or will it be discussed with strazer/somebody-else to work it out?


thanks for an answer!

Pumaman

QuoteTiny thing, but I noticed that if I'm calling a function that includes a string, and I put a , in that string, calltips will skip the next parameter as I continue typing the function.

Hehe interesting, I'll take a look at it.

QuoteNow that some parameters in functions can be optional, the three "data" parameters in "GetGameParameter" could be optional, defaulting to "0".

Yes good point, I keep meaning to do that but forgetting.

Quotewill CJ select randomly the "next-implemented" features, like entry 42 and 51 of the list sounds interesting, that one i will fix next...
or will it be discussed with strazer/somebody-else to work it out?

Yes, I will "randomly select" the next features depending on my mood at the time  :P

Radiant

#33
Some more things with the sprite importer...

it's somewhat counterintuitive that, to select tile size, you have to right-click, hold and drag - yet to select a bunch of tiles, you have to left-click, release, don't drag, then left-click again.

it's tricky to get a tile starting at the top left pixel, because the gray area outside the actual bitmap is not responsive to mouse clicks, and on most resolutions or zooms moving the mouse cursor even one pixel to the right or bottom means you won't select the top left pixel

when task-swapping, sometimes the selected tile size changes of its own accord

if, while in the task to select a bunch of tiles, you click the right-mouse button, the editor gets confused about whether you're resizing or selecting

importing multiple tiles into a folder gets progressively slower if there already are tiles in the folder; it seems as if the entire folder is rendered between any two sprite imports, and that can take as much as seconds on low-end systems.

speaking of sprites, it would be nice to be able to re-order sprite folders. Also, the interpreter occasionally crashes with an internal error when deleting a sprite folder, even if it was empty. If this happens, game data is not saved, which is kind of annoying

The "current location" in the sprite manager (as well as the opened/closed status of individual sprite folders) sometimes resets when you switch between menus, and sometimes doesn't, for no apparent reason.

Also, when a dialogue picture shows up, the character will blink wrongly when the actual dialog is finished and his mouth stops moving. Specifically, the first frame of the blinking cycle is shown, but the rest are not.

When you right-click on the list of rooms, there's a menu with a "refresh" option. However, this option only works if you right-click on an existing room, i.e. if you click below the rooms but still on the list, the option appears but doesn't actually do anything.

If you edit the room description of the current room, the room menu still shows the old description until you re-load the room.

If you are setting baselines for objects, and you load a new room, you are still in "set baseline" mode, which is somewhat unexpected. This is not the case for walkbehind baselines.

RickJ

Quote
player.ChangeRoom in game_start is now allowed, and will change the room that the game starts in.
Thanks I needed that for the minigame module.

Rui 'Trovatore' Pires

QuoteAdded game.keep_screen_during_instant_transition option for 8-bit colour modes.

Joy!
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Barbarian

Quote* Fixed GUI Labels to not absorb mouse clicks.

Wow, this fixes a particular problem I was having in my current GIP (even though I had just finally figured out a "work-around" by overlaying an almost fully-transparent blank GUI overtop of another GUI to get the the "mouse click" on a GUI effect that I actually wantedÃ,  :P ).

Ã,  Ã,  Anyways, thanks for all of your time and effort to make AGS so awesome and for sharing it with us all!

Ã,  Ã,  "CJ, you're da bong man!"
Conan: "To crush your enemies, see them driven before you, and to hear the lamentation of the women!"
Mongol General: "That is good."

Blade of Rage: www.BladeOfRage.com

SSH

Quote from: Pumaman on Sat 14/01/2006 22:47:30
* Added shortcut keys Ctrl+1 through Ctrl+9 and Module Scripts sub-menu for easy access to module scripts.

Awesome! For me, the first compelling reason to use the new beta!
12

RickJ

#38
String
I noticed a couple of apparent problems regarding the new String data type. 

1.  String is not highlighted as a keyword (i.e. String) is this by design or an omission?

2.  String.Format - Format does not appear in the auto-complete list.  It seems like there are some other ones missing also but I am not sure.   

3. String.Format - When executed from within a module the StringFormat statement seems to have no effect.   
Code: ags

returns null.
int value=0;
String buf;
buf = "Hello World";
buf.Format("%d",value);  // This statement doesen't seem to do anything
Display(buf);  // Displays "Hello World" on screen


4.  == Operator - Is there an explanation of how the == operator works with strings (equiv to CaseComp or Comp)?  I did not find it in the help document. 


Module Edit Short-cut
At one point pressing ctrl-1 to edit the first module brought up the editor'swindow frame and menu but did not display the text.  Instead the previous graphics were visible in the background of the window.  The menu was functional and could be used to exit the editor.   

When this occured I had previously ran "game test" several times and the game aborted because of run time script errors, primarily displaying or accessing a null String.

SSH

Quote from: RickJ on Tue 31/01/2006 01:18:41
2.  String.Format - Format does not appear in the auto-complete list.  It seems like there are some other ones missing also but I am not sure.   

3. String.Format - When executed from within a module the StringFormat statement seems to have no effect.   
Code: ags

returns null.
int value=0;
String buf;
buf = "Hello World";
buf.Format("%d",value);  // This statement doesen't seem to do anything
Display(buf);  // Displays "Hello World" on screen


RTFM, n00b!  :=

you need to do:
buf = String.Format("%d", value);

then new string functions have no side effects.
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