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Topics - Jakey

#1
Hi, I'd like to always have the sierra style dialog positioned at the bottom of the screen. The only way I've found to do this is the SayAt(...) function, and pass it some globally defined coordinates. But this requires my dialog files to be filled with function calls rather than the nice looking dialog script syntax.

Code: AGS

@S
    cEgo.SayAt(dialog_x, dialog_y, dialog_width, "Say something.");
    cAlfred.SayAt(dialog_x, dialog_y, dialog_width, "Give a response.");
return


Is there a nicer way to do this? Thanks.

EDIT: I just discovered "Custom dialog options rendering" in the manual. I'm going to do some reading now...
#2
Tricky, clever, and insightful riddles can be fun to ponder over, and be a nice element to adventure games even. Continuing with last competitions poetry theme, I'd like to see some poems that contain some original riddles (with/without answers).

Here's an example:

"This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down."
    -J.R.R. Tolkien

Rules:
1. Poem can be of any form and length.
2. The poem must contain a riddle.
3. Deadline June 19th.

Hopefully this isn't too difficult, and some of you will step forth and accept the challenge. :)
#3


:'(
I postponed backing up this month. Game Over.

I tried deleting the user file, and replacing the .agf file with the back up. No luck.
#4
I want to loop through all items in an enum. I'd rather not use if/else's to check each item in the list because it would be nicer if I didn't have to add another "if else" case if I decide to add more items to the enum.

Is there an easier/nicer way to enumerate through my enums??

Right now I figure I can create a counter starting at 1 and looping until a defined size of the enum, since the items are only ints anyways. But, I'd like to know if there is an even more efficient way where I wouldn't have to #define the number of items in the list ahead of time.
#5
Hello!

I just started work on a top-down rpg, "pokemon" style kind of game. I've already implemented some grid-based movement for the player and NPCs. I have a function checking if the grid-space a character plans to walk too is walkable or not, but it does not handle the case where another character/object is occupying the space (in which the function should also return false).

My question: Is there a nice way to check if a pixel is occupied by ANY character or object?

Right now my only strategy is to loop through all characters/objects and check if their coordinates lye within the grid space.

Thanks for assisting a newbie :)
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