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Topics - aedwards00

#1
Hey, I've got a bit of a strange request for information here.

I'm hoping to buy http://cbs.seenon.com/detail.php?p=276931&v=All (caffeinated energy drink) and this http://cbs.seenon.com/detail.php?p=263300 (cup) as part of a birthday present for a friend. As far as I can see, the CBS store seems to be the only place this is available, but they won't ship this product outside of the US. I live in the UK and my friend is in Sweden, so my question is, is it theoretically possible to order to someone in the US, then them personally ship the parcel to Sweden? Or would this break some kind of import/export law? I'm thinking that may be the reason international shipping is unavailable in the first place.

If it would be possible, does anyone have a rough idea of the cost? I reckon the total parcel weight would be in the region of 1.5-2kg, and from looking at the USPS website that seemed to be around $20 with a fairly slow and cheap shipping method, but I'm not certain I've looked at the right part of their various tables. Does that sound like a realistic amount.

Lastly, and maybe a bit of a stretch as I'm not exactly a well known or long standing member here, but would anyone potentially be willing to do this for me? I would of course pay for the order myself, and could send the postage cost via paypal or something in advance once you know the cost, so there wouldnt be any financial risk involved.

There's no rush on this, there's 6 or 7 weeks to go before their birthday still, but if anyone can provide info or help just post or pm me  :)

Thanks

Adam
#2
Hey, this isnt specifically an AGS problem but a general c++ one. I figured someone here might be able to help anyway though.

Is it possible to create an a structure containing an array, then create an array of those structures, and then assign values to each array element all in one go?

To illustrate:

Code: ags

struct Mystruct {
  int intarray[26];
}



Mystruct structarray[5];

structarray[0].intarray[26] = {VALUES HERE};


My coding is pretty rusty so there might be some really obvious errors in there, but thats the general effect I'm trying to achieve. If I remember right then I don't think it is possible, but I just don't really want to have to manually assign 26 values into each of 8 different arrays.
#3
Maybe I'm being stupid but is this possible in AGS? I've tried the method I'm used to from C/C++ by just passing the address of the first element but this gives me a type mismatch error. Also, it's not possible to create pointers to ints? I've looked in the manual for arrays and pointers but neither seem to have too much useful information.

About my closest attempt so far goes like this

Code: ags

// In globalscript.asc

function Init_Safe(int *newcombination)
{
    DO STUFF HERE
}


// in room script file

import function Init_Safe(int*);
int combination[6];

function room_AfterFadeIn()
{
    Init_Safe(combination);
}



This tells me that I can't create a pointer to an unmanaged type.
I have also tried using "int combination[]" in the function declaration to no avail.

Also, is it not possible to initialize a whole array when you declare it? It seems a bit tedious to do each element manually.


Thanks for any help
#4
Hey, I'm thinking that I would like to create a custom GUI for a safe that I have in a particular room. However, I want it to be a 'classic' safe, with a tumbler lock rather than a keypad.

What I would love is if the player can actually rotate the tumbler by clicking on it and dragging the cursor in a circle, if that makes sense. I've found the entry in the manual on dynamic sprites and how to rotate them, but I'm not sure if/how that can be applied to GUIs. I also don't really know where to begin with the click-dragging part.

I'm not after anyone to write great chunks of code for me, but if someone can point me in the right direction, or at least warn me off if it will be horrendous to code I'd appreciate it.

Thanks  :)
#5
Hey,

I'm trying to create a situation where if the player turns off the lights in a room, everything goes dark, and they become limited to certain actions. I've gotten the darkness sorted for the most part, but I'm having a few issues with the rest of it.

What I would like to happen is that the player becomes unable to move, and only able to use the "look at" and "use" interactions (I'm using a 9 verb MI template). I only want the player to be able to actually 'use' one hotspot - the light switch, and to receive a different message than normal when looking at other items.

For example, if the player tries to walk somewhere it might say "I don't want to wander around in the dark, I might bump into something.",
and if they look at an object/hotspot "I cant make out what that is from here.".

Most of this i can accomplish i think by checking the current background frame in the interaction function for each object/hotspot, thought this is a bit unwieldy, so I wonder if anyone has a neater way of achieving it. The main thing I can't seem to do at the moment is stop the player from being able to walk around still.

I've tried the freeze_player() function from the template, and also mouse.disablemode() to try and disable walking but to no avail.

Any help would be much appreciated, thanks :)
#6
Just a quick question: Is it possible to have the character on_click functions in the room script file(s) in which that character appears?
This would allow me to use the same character in different rooms with different dialogs, without having to test which room they're actually in at the time.
I tried just moving the function into the room script file and it compiles fine, but nothing actually happens when I click the character. Is there a way to tell AGS to look in a specific place for the function? Something i can add in the properties window maybe?

Thanks in advance.
#7
Hi, sorry for creating a new thread on the same topic but I made the old one a bit confusing and I have quite a simple question this time.

I have started creating 2 fonts manually with the radiant font editor, they import into AGS fine and show correctly in the preview box, but when I use them in-game only the top 1/3 of each letter is shown. Other fonts work fine. Can someone take a look at the font files for me quickly and see if I've made an obvious mistake when creating them?

http://www.megaupload.com/?d=OO85F8BP  - Inner font
http://www.megaupload.com/?d=5SFWA0MC  - Outline font


Thanks
#8
Hey, I'm pretty much a complete beginner with AGS, but I've watched some of the video tutorials and have some scripting experience, and have now started experimenting with simple rooms etc.

Having been a big fan of Monkey Island games I decided to download the "9-verb MI style" template from this forum, and that all seems to be working fine so far, but I'm having an issue with the scaling of the fonts. The template uses a one font for the main text and another as a border. Both are TTF.

Essentially, I have chosen to make a game in 640x400 resolution, and the gui and everything seems to have scaled up fine, but when a character speaks, the font outline no longer seems to line up with the inside section of the text. I've hunted around on the forum for a solution and have tried the following:

- Enabling "Fonts designed for 640x480": This fixes the problem, but now the text appears much too small.
- Re-importing the fonts at a larger size (14pt instead of 10pt) to try and solve the new size issue: This strangely brings back the original problem.
- Enabling "Anti-alias TTF fonts": This seems to have little or no effect.
- Using automatic outlining instead of an outline font: This does work, but the outline is too thin for my liking.

I am not worried about the text appearing blocky or pixellated (aliased i think), I just want to be able to have the fonts at a decent size, along with the outline displaying correctly.

If anyone can give me a (hopefully simple) solution to this i would be extremely grateful.

Oh and I am using AGS v3.1.2 SP1, on vista SP2.
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