AGS v2.62 Final available for testing

Started by Pumaman, Sun 18/07/2004 21:35:34

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Rui 'Trovatore' Pires

It's funny, I noticed that too. That seems to be usual behaviour for SetRestartPoint - if called on game_start, it'll restart only to the first non-blocking issue. You'll notice that on my LARRY 2 game RESTART actually brings you to the intro, but that's because I used timers and Repeatedly_execute for those animations, instead of blocking stuff. If I had, I'm sure it would restart to the 1st playable room.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: Bernhard on Mon 23/08/2004 22:57:41
Oi! A small question about the bubble gui, specifically the game.speech_bubble_width variable, if I may. The description in the manual says this: Maximum width of the thought bubble text window (default 100).

I'll look into it.

Quotein the animation viewer, for example, i dont have a view in loop 5, but i do in loop 4 and 6, but as a am using the animation viewer and selecting views, as i pass loop 5, it shows loop four since it didnt refresh with a new loop for 5 cause none exists, but i would think that it would show a blank animation window, not the previous one.

Yeah, fairly minor thing but I'll get it fixed.

Quoteerror that can cause headaches in the manual (again minor)
in the 'Release Viewport' section, the code example, is written SetViewPort, but the "P" should not be capatilized and won't compile.

Fair point, I'll fix it.

QuoteAre you sure the "SetRestartPoint();" is still working?

The game can't save while a script is running, so SetRestartPoint will actually wait until the first game loop when there isn't a blocking script running in the background. Is this likely to be the issue?

Rui 'Trovatore' Pires

Honestly, do you ever rest, CJ? I can't believe it! Here we go again!
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Kinoko

This is my favourite change: "View preview window now remembers its location on the screen for next time."

That was really annoying before given that I almost always have WinAmp sitting in the top corner of the screen ^_^ Thanks!

Scorpiorus

#44
There is a bunch of useful features as always, thanks CJ for the hard work you put into developing AGS!

Quote* Read-only variables such as mouse.x are now enforced as such.
Having noticed how read-only variables can now be declared I wonder will it be officially ok to use that in a script?

main global script:
readonly int myConst = 10;

or...

main global script:

int globalSetting;
export globalSetting;

room script:

import readonly int globalSetting;


EDIT:
Quote* Added automatic de-denting to the script editor, so that } characters get automatically pulled back to line up with the corresponding {
Think I found a strange behaviour with the auto de-denting feature: if you place the cursor after already formated '}' and press enter it will yet be shifted to the left.

~Cheers

Pumaman

I think I'll leave readonly variables as an "unofficial feature", much like structs and arrays, so that it's not another thing to support.

(and before anyone asks why I didn't use "const", it's because the variables are in no way constant, it's just that you can't change them).

As for the de-denting feature ... yeah, if you go back and press return again after the brace, it will de-dent again. It tends to do this in other editors like Visual Studio as well ... I guess I could provide an option to disable the functionality completely if it's annoying.

GarageGothic

Oooh, the hotspot editor changes sound awesome. Looking forward to get back home and test all the new features out. The final release of this version should probably be out by the time I leave Canada.

I know I shouldn't ask, but now that you're fiddlin' with the speak portrait positioning, how far away are we from Sierra style speech with LucasArts talk views and custom default (is that a contradiction in terms?) placement of text boxes? :)

Pumaman

You're talking about having both a speech portrait, and the actual character animating at the same time, right? Yeah, it's on my to do list.

GarageGothic

Mmm, no, I meant a Sierra text box (which, for my game, would be placed in the bottom black part of a letterboxed background) and the on-screen characters animating, no portrait. More or less like in the first Gabriel Knight.

So I hope whenever you do implement it, that we'll be able to turn off the portrait and keep just the animating character for Sierra speech.

Rui 'Trovatore' Pires

Hmm, can't that be done with a non-portrait sprite, with the proper transparent areas? For Gabe Knight emulating, I mean. And have something else for when they ain't talking, something that the speech would draw over.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

GarageGothic

#50
Of course you could just use an invisible sprite (1-pixel transparent) for the portrait, if it wasn't possible to turn it off. As for the rest, I'm not sure I understand what you mean redruM.

By the way, sorry for going off topic.

Pumaman

Ah, well that's slightly easier to implement since it woudln't require a second talking view for the characters. I'll add it to my list.


wackojacko

#53
I would be very nice if the animations in the room don't freeze anymore when you are choosing an option in a dialog topic
Is this possible?

O yeah a possibility to scroll between dialog topic options in the game like in MI would be nice too. I hope I'm not rude and asking too much, I really appreciate your work!
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Rui 'Trovatore' Pires

I don't want to sound like a mod-wannabe, or something, but, wackojacko, first, this thread isn't for sugestions, which is made clear on a few posts, and second, why are you posting this after havinjg created a thread adressing the very same subject, to which CJ replied
QuoteYeah, the dialog options act like a Popup Modal GUI and pause the game. However, I've had a fair few complaints about this so I may well add an option to change the behaviour.
?
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Goldmund

Ah, the sierra portrait position tweak I asked for no longer than two weeks ago! Joy!
This is the best present for my birthday, which is coming in 4 months!
Great and sincere thanks, Puma! Rock on.

wackojacko

Quote from: redruM on Sun 05/09/2004 22:05:16
I don't want to sound like a mod-wannabe, or something, but, wackojacko, first, this thread isn't for sugestions, which is made clear on a few posts, and second, why are you posting this after havinjg created a thread adressing the very same subject, to which CJ replied
QuoteYeah, the dialog options act like a Popup Modal GUI and pause the game. However, I've had a fair few complaints about this so I may well add an option to change the behaviour.
?

Ok, I'm sorry for the suggestions. I saw other poeple doing a suggestion so I did one too, I did not knew that. sorry for that. And for the second, the thread was already answered and I tried to put a solved sign next to it, but that didn't work...Cj posted it after it was already solved,  so I didn't read that anymore. So I'm very sorry, but don't get me wrong, I'm not a bad person ;-)
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Rui 'Trovatore' Pires

No worries, mate. Glad to see you didn't take offense, some people would.

Back on topic now, what else is there to say other than to reaffirm that CJ truly is a God-Like creature put on earth to help fill the void created by Sierra and Lucasarts departure?
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: Goldmund on Mon 06/09/2004 03:29:52
Ah, the sierra portrait position tweak I asked for no longer than two weeks ago! Joy!
This is the best present for my birthday, which is coming in 4 months!
Great and sincere thanks, Puma! Rock on.

Just a note about the X-positioning. It may not work quite as you expect to begin with, because on the first line of dialog it doesn't know who the character is talking to. Therefore, in order to make it work properly you can include a blank DisplaySpeech line for the other character at the start, so that it realises who is being talked to:

DisplaySpeech(CHAR2, "");
DisplaySpeech(CHAR1, "Hi, how are you");
DisplaySpeech(CHAR2, "I'm fine");
etc

Edwin Xie

It would be very useful if the floating GUI window was placed where I previously moved it.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

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