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AGS Engine & Editor Releases / AGS 3.3.5 - Patch 7
« by Crimson Wizard on 10 Sep 2016, 15:42 »

...... $, and only if no matching file is found there, then the game installation directory will be  ............  to set up their own custom path in game setup, where the game saves & data will be written. This is  ............  by the engine, you do not need to add anything to your game scripts to make it work.  Conceptually, AGS  ............  script functions displaying different text if there is any variadic text formatting function called  ............  Patch 4:  Compiler: - Fixed crash occuring when there is an incomplete declaration in the end of script. ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......
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AGS Engine & Editor Releases / AGS 3.3.5 - Patch 1
« by Crimson Wizard on 26 Apr 2016, 23:42 »

......  that comes with this version before upgrading your game project to 3.3.0 - 3.3.5! It contains  ............ $, and only if no matching file is found there, then the game installation directory will be  ............  to set up their own custom path in game setup, where the game saves & data will be written. This is  ............  by the engine, you do not need to add anything to your game scripts to make it work.  Conceptually, AGS  ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......
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AGS Engine & Editor Releases / AGS 3.3.5 - Patch 5 & 6
« by Crimson Wizard on 20 Aug 2016, 21:18 »

...... $, and only if no matching file is found there, then the game installation directory will be  ............  to set up their own custom path in game setup, where the game saves & data will be written. This is  ............  by the engine, you do not need to add anything to your game scripts to make it work.  Conceptually, AGS  ............  script functions displaying different text if there is any variadic text formatting function called  ............  Patch 4:  Compiler: - Fixed crash occuring when there is an incomplete declaration in the end of script. ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......
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AGS Engine & Editor Releases / AGS 3.3.5 - Patch 2 & 3
« by Crimson Wizard on 17 Jun 2016, 01:26 »

......  that comes with this version before upgrading your game project to 3.3.0 - 3.3.5! It contains  ............ $, and only if no matching file is found there, then the game installation directory will be  ............  to set up their own custom path in game setup, where the game saves & data will be written. This is  ............  by the engine, you do not need to add anything to your game scripts to make it work.  Conceptually, AGS  ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......

......  making use of the undocumented and unsupported keyword attribute. Every single member (property) of  ............  single managed type (Character, Hotspot, Object, InventoryItem, GUI,  ............  way to explain "linking" is to look at the import keyword. Whenever you import a function/variable/pointer/ ............  for the owning struct of the attribute. There isn't a compile-time error if the function doesn' ............  exist because all this link does is tell AGS where to look if the linked resource is referenced.  In  ............  case of attributes there is more going on internally than other imported  ............  AGS. Short of a massive overhaul of the built-in types, this is not likely to change in the near future. ............  have not previously considered.   Thank you for your time. ......
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AGS Engine & Editor Releases / AGS 3.3.5 - Patch 4
« by Crimson Wizard on 26 Jul 2016, 18:12 »

...... $, and only if no matching file is found there, then the game installation directory will be  ............  to set up their own custom path in game setup, where the game saves & data will be written. This is  ............  by the engine, you do not need to add anything to your game scripts to make it work.  Conceptually, AGS  ............  Patch 4:  Compiler: - Fixed crash occuring when there is an incomplete declaration in the end of script. ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......
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AGS Engine & Editor Releases / AGS 3.3.5
« by Crimson Wizard on 26 Mar 2016, 01:39 »

......  that comes with this version before upgrading your game project to 3.3.0 - 3.3.5! It contains  ............  automatically remap the path to $APPDATADIR$. If your game is built in Debug mode, it will also print a  ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......

......  is a development version of AGS 3.4.0. Use at your own risk. Please back up any games before opening  ............  of AGS. New settings in this version may make your project files unusable in 3.3.0 after saving with  ............ .   Common features  Custom game resolutions Make your game in any sensible or non-sensible resolutions,  ............  the dialog either choose one of the presets, or type in your own width & height, then press OK.        ............   Run AGS games in literally any resolution your computer supports, with or without black borders.  ............  barely recognizeable (and font unreadable). - There's a weird issue with mouse movement when you run  ............  lines with complex walkable areas (reported here) Printing [ no longer consumes all of the  ............  loop when a match is found or leave i as -1 if there was no match.  Continue statement  You can now  ............  "switch" statement. Strings and other variable types are allowed to be checked in switch condition.  ............  pointers to refer to them (similar to built-in types like Region or Hotspot). You declare them with  ............  keyword "managed" and construct new instances with "new",  ............ (static Maths, int value);   And then use it elsewhere in your code just like it were a built-in Maths  ............  define an arbitrary region for code folding in your script like so: Code: Adventure Game Studio # ............  int i = array[Game.GetColorFromRGB(0, 0, 0)]; // there was parse error after '['          Script API   ............  int y, optional CharacterDirection direction)   Where CharacterDirection is a new built-in enum defined  ............ -only properties that can be used to determine where a character is currently heading (via a Walk  ............  is now Room.ProcessClick. You may need to fix your scripts if you use any of these, or disable " ............  Settings.   IsInteractionAvailable() for Other Types  This is another feature from Draconian editions  ............ , Objects and Characters.  Audio Clips API  There are two new properties for dealing with audio  ............ .SetSpeed" function to this property, therefore you can run Gord10's "Self" game using new  ............  (e.g. on Linux).  Plugin API  There is now a new function that can be used to detect  ............  Studio Game.IsPluginLoaded(const string name)   Where name is the filename of the plugin  Improved  ............ . You will need to slightly change the logic of your script. In most cases it will be enough to simply  ............  = 0;  // Find the option that corresponds to where the player clicked  while (i <= info. ............  OnClick event handler for the GUI or Button, if there is one. Code: Adventure Game Studio  btnStart. ............ ' if such property does not exist, or property type is incorrect (like setting text value for integer  ............ : "Windows", "Linux", etc. To distribute your game - pack/copy contents of corresponding folder( ......

......  automatically remap the path to $APPDATADIR$. If your game is built in Debug mode, it will also print a  ............  Bug Fixes: - Fixed compiler crash if unknown keyword used after "readonly". - Fixed compiler did not  ............  report incorrect type of dynamic array in function declaration. - Fixed  ............  did not report proper type name in case of syntax error sometimes. - Fixed  ......
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The Rumpus Room / AGS Cryptic
« by Wyz on 29 Sep 2014, 19:08 »

...... 's start off easy:  A cup to steal for (3)   edit Here is a list of all answers so far (sorted  ............ ) by Stupot: Spoiler: ShowHide  ∴ (therefore) ⚐ (I give up) & (ampersand) ; (semi-colon)  ......
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Editor Development / AGS 3.4.0.7 - Almost Beta
« by Crimson Wizard on 05 May 2016, 18:53 »

...... .4.0.7-noMP3.zip  Linux build package -- Download here and unpack into Editor's program folder  Source  ............  is a development version of AGS 3.4.0. Use at your own risk. Please back up any games before opening  ............  of AGS. New settings in this version may make your project files unusable in 3.3.* after saving with  ............ .   Common features  Custom game resolutions Make your game in any sensible or non-sensible resolutions,  ............  the dialog either choose one of the presets, or type in your own width & height, then press OK.        ............   Run AGS games in literally any resolution your computer supports, with or without black borders.  ............  barely recognizeable (and font unreadable). - There's a weird issue with mouse movement when you run  ............  lines with complex walkable areas (reported here) Printing [ no longer consumes all of the  ............  loop when a match is found or leave i as -1 if there was no match.  Continue statement  You can now  ............  "switch" statement. Strings and other variable types are allowed to be checked in switch condition.  ............  pointers to refer to them (similar to built-in types like Region or Hotspot). You declare them with  ............  keyword "managed" and construct new instances with "new",  ............ (static Maths, int value);   And then use it elsewhere in your code just like it were a built-in Maths  ............  define an arbitrary region for code folding in your script like so: Code: Adventure Game Studio # ............  int i = array[Game.GetColorFromRGB(0, 0, 0)]; // there was parse error after '['          Script API   ............  int y, optional CharacterDirection direction)   Where CharacterDirection is a new built-in enum defined  ............ -only properties that can be used to determine where a character is currently heading (via a Walk  ............  moving it to the Room struct. You may need to fix your scripts if you use any of these, or disable " ............  Settings.   IsInteractionAvailable() for Other Types  This is another feature from Draconian editions  ............ , Objects and Characters.  Audio Clips API  There are two new properties for dealing with audio  ............ .SetSpeed" function to this property, therefore you can run Gord10's "Self" game using new  ............  (e.g. on Linux).  Plugin API  There is now a new function that can be used to detect  ............  Studio Game.IsPluginLoaded(const string name)   Where name is the filename of the plugin  Improved  ............ . You will need to slightly change the logic of your script. In most cases it will be enough to simply  ............  = 0;  // Find the option that corresponds to where the player clicked  while (i <= info. ............  OnClick event handler for the GUI or Button, if there is one. Code: Adventure Game Studio  btnStart. ............ ' if such property does not exist, or property type is incorrect (like setting text value for integer  ............ : "Windows", "Linux", etc. To distribute your game - pack/copy contents of corresponding folder( ............ . NEW Fixed error in autocomplete occuring when there is a single-line comment in the end of the script. ......

......  contains another array of 30 objects of the same type called option. This is protected because  ............  not initialize the data members without using the keyword this).  Which is why I suggested this. Yes, it  ............  mention it before, and just in case you missed it here, this is something I'm working on for a SM which  ............  need this immediately any more. The noloopcheck keyword will suffice until I can use Strings as data  ......

...... , I've recently come across a new keyword "managed" in my dealings with AGS scripts. It's  ............ 'm just doing something horribly horribly wrong.  Here's my code:  Code: Adventure Game Studio struct  ............  I can't "declare a local instance of a managed type".  I've tried inserting the "new" operator in the  ......

......  ChangeRoom functions are part of the Character type, they aren't exclusive to the player character.  ............  code, you can just avoid using the player keyword and call ChangeRoom directly on the character  ......

......  solution for this problem.  I have searched everywhere I can think of, trying every keyword and resource  ............ ' does not contain a function for init  Here is the secton of code being flagged   function  ............  values are: eTextMode and eIconMode  this.gui_type = eTextMode;  // Top-Left corner of the  ............  as can I create the pieces in Paint, what file type or where would I import them to within AGS in  ............  editor does not have any of these options.  Is there a proper set of instructions for doing this that  ......

......  much for the help!  So if I get it right, you'd type out that header like: Code: C const char * ............ ? (Except for, I'm assuming, adding the static keyword?)  Because there are a few functions I use  ............  wrapper functions to put in the struct.  Also, there's quite a few things there I've not seen in the  ............ ?? What does $AUTOCOMPLETESTATICONLY$ mean? There's so much I haven't ever seen before, and it  ............  like I've been working on this forever x3 Where do I get this information from?   EDIT: It ain't  ............ . I'm not sure why, I followed your instructions? Do I need to make a copy of the  ............  ()  {  }     //elsewhere in the AGS Engine startup code.  engine-> ......

...... "void" is a return type and means "nothing". It's used when functions are  ............ , no return value, no assignment       The void keyword is a basic feature of C like languages. "function" ............  However when you *do* return anything, the return type has to match the data type of whatever you're  ............  you usually won't return Dynamic arrays from your functions or the like, merely use them to avoid  ......

......  memory) but the simplest route for AGS to take here would be for the pointers to be set to null.   ............  than it is saving pointers to AGS's managed types. These pointers to the managed types are already  ............ .0 it is possible to create a pointer to a custom type. Any extender method declared on a custom type  ............  a pointer to an instance of a custom struct type, the only thing we can't do is store it anywhere.  ............  If we try to create a pointer to our custom type we get the following error message:  Quote  Error  ............ (line ###): Cannot declare pointer to non-managed type   Well obviously that's not entirely true since  ............  collection which is the reason for the managed types. Our custom type isn't defined as a managed type  ............  managed. Well what if we try to make it a managed type:  Code: Adventure Game Studio managed struct  ............  ###): Cannot declare local instance of managed type   Okay, so what if we make a derived type with  ............  "managed" type as the base?  Code: Adventure Game Studio struct  ............ ;    We can now create an instance of the Instance type and use it as expected:  Code: Adventure Game  ............  Okay, so now to create a pointer to our "managed" type we need a pointer to the derived type. Let's try  ............ *) {   return this; // valid cast to base type from Instance* to Pointer*  }     Pointer * ............  issue keeping us from having pointers to custom types is the garbage collection issue. Again, I'm not  ............  have to be made to the way we define a custom type. We could use the existing managed keyword to  ............  that we want to define a pointer type as I have done above.  Ultimately the reason I'm  ............  simpler to be able to do a pointer-cast to a base type than have to perform data conversion. The matter  ............  difficult if you need to use methods of the base type and store the result back into the instance of  ............  derived type.  Of course this talk all only bears relevance in  ......

......  in AGS? I've noticed that "object" isn't a blue keyword, and that the help file does NOT define object as  ............  data type. Is there a way around this limitation, and if  ......

......  date=1361387525]  No, it won't work. There is a number of mistakes there.  [/quote]     But  ............  :)     [quote]  First of all, you are using "int" keyword in a very wrong way. Khris already mentioned,  ............  it is a variable type declaration. You should use it [u]only to declare  ............  variable[/u], not when using it further.     Therefore command "int[MONEY]" makes no sense. You  ............ . Array is a [u]group of variables of the same type[/u] joined together for the sake of convenience.   ............ [10]; // declare an array of 10 variables of type integer     PEOPLE_HAVE_MONEY[0] = 50; // assign  ............ ?     [quote]  variable exists only in the block where you declare it.  If you declare variable outside  ............  up a relevant issue.     [quote]  Also, in your script up there, I can see that game_start  ............  more exactly what words to use and more exactly where in the script to use them, right?  And integers  ......

...... : Adventure Game Studio import static attribute TYPE NAME;    Where TYPE is the data type of the  ............  like this:  Code: Adventure Game Studio import TYPE get_NAME();  import void set_NAME(TYPE value);     ............  function from within any static functions of your struct (if you will need to access the static  ............  from within your static functions, it is advised you leave the " ............ " keyword off). If you don't need access to them within  ............  the main script put:  Code: Adventure Game Studio TYPE STRUCTNAME_NAME;    You'll also need to define  ............  our local variable:  Code: Adventure Game Studio TYPE STRUCTNAME::get_NAME() {   return  ............ ;   }     void STRUCTNAME::set_NAME(TYPE value) {   STRUCTNAME_NAME = value;   }    So... ............    }    You can access the static property anywhere you like so long as the structure has been  ......
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Hints & Tips / Re: Finger of suspicion.... MAGS
« by Slasher on 04 Mar 2018, 09:24 »

......  things   You can only move on when you HEAR the keyword(s) spoken from a suspect(s)n or see them and then  ......

......  and hope to make an official release soon. There are a couple of quirks in the script language  ............  has a chance to execute. I am not certain if there are other built-in functions that have the same  ............ +1);       I was thinking it would be handy if there were a way of synchronizing these type of  ............  with other code. I suppose there are any number of implementations that would be  ............ . One possibility is the introduction of a new keyword as shown in this example: Code: Adventure Game  ............ ("%s Return",mininame);      // The new keyword quesup instructions to be executed  ............ , would be of benefit to all. Thanks for your consideration.  ......

......  further. I'd love an event system of some sort. There are many of ways in which this can be done; I'll  ............ (String msg, String chan); // The event keyword acts as a special import directive     // Script   ............  == chan)   cAnnouncer.Say(msg)  }       There are many more methods I guess. The first method  ............  users of the module in the header file (which is where header files are for to begin with). It also has  ............  It however adds a lot of processing at run time (where the first solution does this mainly at compile  ............  to see if the given variables are of the right type. Same as the first solution it lacks showing  ............ -many system. This system can also be async-ish where events are queued and we don't have to wait  ............  all the events first when raising them. There is however a downside: this design does not allow  ............  types for events and instead forces them to be void.   ......

...... , your understanding is correct. Enum is simply an  ............ : if a function parameter or variable is of enum type, AGS will show a list of possible values as you  ............  it, just like it does with builtin types.  Enum is created like this: Code: Adventure  ............  may have a variable or function argument of this type: Code: Adventure Game Studio CharacterAnimation  ............      DoSomething(eAnimOpenDoor, 110, 85);       If your question also about extender functions, that may  ............  you are refering to in the function using "this" keyword: Code: Adventure Game Studio import void  ............   {   this.Walk(100, 100);   ...  }       In your case the function may be something like: Code:  ......

...... .com/search.php#&category=free&firstfocus=&type%5B1%5D=1&type%5B2%5D=2&type%5B3%5D=3&keyword......
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Beginners' Technical Questions / Re: Can't get text to display -quite- high enough
« by TeitakuCoubri on 01 Jun 2013, 18:30 »

......   Oh my.    Oh yours?  Quote  Why would you go ahead and change the  ............ 're doing?     Well, this comment: "[this] is a keyword which refers to the specific character calling  ............  a human would say.  The ultimate answer to your question "why" is "because I am making a game",  ............  get that you're new to this, but does it say anywhere that you're supposed to replace "this" with the  ............  of the character...?    As we can see from your sentence, the word 'this' can mean so many things, ............  did say something to that effect, I can repeat it here:  "[this] is a keyword which refers to the  ............ , and not THE ACTUAL WORD that needs to be there. I thought Geork was the one doing the referring,  ............  to the main player character that I need to put there instead of the odd word "this".  That comment  ............  SPECIFIC CHARACTER, I need to of course put it there instead of that keyword (being keyword because it' ............  makes "this" blue, indicating it's a dedicated keyword of AGSScript?    I didn't see it as 'changing'  ............  - we all make mistakes, we are only human. There is no need for "oh my". Did you never make a  ............  with the word 'this' and it will work" instead of your attitude, your "oh my"s and your "well, why didn' ............  you realize this, are you dumb or something"-type of questions?   Someone said people here are  ............ , I was ready to think this to be true, but with your comment, I realize this place is just like any  ............  does is allow you to use cDale.Comment("text") in your code, as if it were a built-in function. When you  ............ , it's not going to be a problem, and that there's probably some kind of tweak that can be  ......
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Advanced Technical Forum / Pointer to custom struct type
« by monkey0506 on 12 Apr 2005, 03:04 »

......  this:  Quote  Because AGS does not have a new keyword, you cannot create pointers to custom struct  ............  is, I either need a pointer to a custom struct type, or I have to make duplicate copies of the same  ............  sure that I need a pointer to my custom struct type. It won't work the way I want it to otherwise. ......

......  (including extender functions) by using the this keyword:  Spoiler: ShowHide Code: Adventure Game Studio  ............ .bar = 5; // inside a struct function, using this keyword -- fine   Display("%d", this.bar); // fine  }     ............  protected, except you can get the value from anywhere. Only writing the value is protected.  Spoiler:  ............  is useful in AGS when working with managed struct types, which are the only struct types in AGS which  ............  all this does is prevent you from having to type the asterisk when defining an instance or  ............  anymore? (EDIT: found this)   I'm not sure if there's a specific post you're trying to recall, but  ............  be dynamically instanciated (e.g., with the new keyword), if they are managed structs (this is a  ............  struct cannot have any pointers. The built-in types like GUI are permitted to have pointers via a  ............  builtin keyword, but that is because those pointers are  ............ . Most of the modules in which I used the managed keyword, I did so simply to prevent users from  ............  found this.)   The thread you linked to, and CW here in this thread, both link to the wiki article I  ............  on the attribute keyword. For the record, that keyword has existed and  ............  defined for you. You must provide one, or else your scripts that rely on it will fail. My personal  ............  as an extender method. This prevents having to type an import declaration in the script header,  ............  MyStruct*) // getter for MyStruct.Value; return type is the type of Value, and there are no additional  ............  even if you're returning some value stored elsewhere, such as if your struct has a reason to return  ............ , as returned by GetGameOption. You could make your attribute "Value" work as a synonym for calling  ............  bool PixelPerfect; // attributes can be of any type that is valid as a return or parameter type  };    ............    bool get_PixelPerfect(this MyStruct*) // return type for PixelPerfect is bool  {   return  ............ (this MyStruct*, bool value) // setter: return type is void and takes exactly one parameter of the  ............  type as the attribute  {   SetGameOption( ............  I don't mean to reiterate the entire wiki article here, but I just wanted to show that attributes can be  ............  the value in the protected member using the this keyword to access the member. ......
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Editor Development / Re: Changes to the AGS Scripting language
« by Gurok on 11 Jul 2014, 15:08 »

......  result in me checking MSDN to see if I've got the keyword voodoo in the right order.  I was speaking to  ............  on IRC about how there are a few traps in AGS for new scripters that  ............  for concatenating strings ("" + "") and maybe type coercion for ints/floats, or even a Number type......
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