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Topics - GoodGuy

#1
Hi. I have a header
Code: ags
struct GlobalTime {
writeprotected int second;
writeprotected int minute;
import attribute int Second;
import attribute int Minute;
}

a script
Code: ags
int get_Second(this GlobalTime*) 
{
  return this.second;
}
int get_Minute(this GlobalTime*) 
{
  return this.minute;
}
void set_Second(this GlobalTime*, int second) 
{
  while (second >=60)
    {
      second-=60;
      this.set_Minute(this.get_Minute() + 1); 
//Game don't allow to use attribute in script where I do a attribute definition, but this line do a error
//'.set_Minute' is not a public member of 'GlobalTime'. Are you sure you spelt it correctly (remember, capital letters are important)?

    }    
  this.second = second;
}
void set_Minute(this GlobalTime*,  int minute) 
{
  while (minute >=60)
    {
      minute-=60;
    }
  this.minute = minute;
}
#2
Hi! Site ssh.me.uk is broken. Modules disappeared and it is sad. Anybody have modules from good coder SSH?
#3
Hi! AGS is able to make a global variable. Do AGS is able to make a global #define MyReplace 1?
#4
Hi. I have a example code of dialog
Code: ags
@1
Smb: I wanna drink.
  if (Ã'Ego.HasInventory(iJuice))
    Ã'Ego.LoseInventory(iJuice);
stop

I want to branch out a dialog
Code: ags
@1
Smb: I wanna drink.
  if (Ã'Hero.HasInventory(iVodka)) {
    Ã'Hero.LoseInventory(iVodka);
    //goto-dialog X or dialog_request
    }
    else
    {
    //goto-dialog X or dialog_request
    }
stop

How can I can do it?

Another question: What are RUN_DIALOG_GOTO_PREVIOUS, RUN_DIALOG_RETURN and RUN_DIALOG_STOP_DIALOG doing?
#5
There are details under spoiler.
Spoiler
[close]
AGS Editor shows that font has 10pt in both cases.
#6
Issue from Wiki title
QuoteA VERY important point to make here is that you can NOT use an attribute in the same script where the getter and setter methods are defined. If you try, you'll get an error like this:

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.20.1101)

Error: is_script_import: NULL pointer passed

---------------------------
OK   
---------------------------

Not particularly friendly as it doesn't actually tell you what's going on, leaving you to ask, "WTF?!?" Just note again that this is all unsupported technology so if you did go post in the Technical Forum you're likely to get asked what you think you're doing...In case you do see that error try looking for cases where you've used an attribute in the same script where its accessor functions are defined. If you need access to that value, use the property (or whatever else is storing the data) or call the get or set function directly.
But AGS is not able to import a structure. Or Don't I understand?
#7
Advanced Technical Forum / Custom WinSetup
Sun 26/02/2017 05:36:28
Hi, guys.
I want to make a game with 320x180 resolution (aspect ratio 16x9), but Winsetup has resolution 320x200 (default) and full-screen game with this resolution is blurred and with black left and black right lines. It is bad effect for inexperienced users (gamers). I would like to fix it, i.e. I would like to remove this resolution and resolutions with with the aspect ratio 4x3, I would like to leave only screen resolution in full-screen mode. I was reading a lot of posts in forum about this problem and I understood that it is not possible.
I read that I can change Acsetup.cfg, but directory with this file is different in different OS (XP,7) and depends on general setting "Save Game Folder". I do not know how to find this directory, if I'll write own winsetup.
But can I change winsetup?

Sorry for my bad English.
#8
I found this in Help.
QuoteNormalFont property
(Formerly known as global function SetNormalFont, which is now obsolete)

static FontType Game.NormalFont

Gets/sets the font used for all in-game text, except speech. The font number must be a valid number from the Fonts pane of the editor.
More specifically, AGS uses the Normal Font for the following:

Display
DisplayTopBar
dialog options text
the built-in save and restore dialogs
The Normal Font is font 0 by default.

Example:

Game.NormalFont = eFontSpecial;

will change the normal font to the font "Special".
#9
These functions are performed by one and the same. So what's the difference? :P
#10
Does this setting affect the game?
Spoiler


[close]
#11
Hi, guys.
Can I make a background color depth less than in game? I saved PNG and BMP with color depth = 8, but imported background in AGS showed 16. So it should be?
What is the preferred format for the background?
#12
Hi, guys. I imported TTF font in AGS 3.4, but I wanna redraw a some bitmap characters, but I don't know how. I found in this forum a couple WFN Editors, but there aren't WFN files in Game Folder.
Spoiler

[close]
#13
Hi, guys. I know that AGS 3.4 has more advantages than AGS 2.x. I apologize for the stupid question. I use AGS 3.4 (2.7) and it supports the old functions from AGS 2.x, if I disabled "Enforce..." in General Setting - Backwards Compatability. Are Old and new functions very different from each other? For example NewRoomEx(2,10,10) and cEgo.ChangeRoom(2,10,10).
#14
Hi!
I have a problem with the font that supports russian language. I ran the AGS 3.4.0 and chose Default Game. I clicked "Import over this font" and chose this remade font https://yadi.sk/d/wz85nyxQ6ba9E .
I don't understand why it doesn't work. Please help me to fix it.
1 - It works
Code: ags
   Display("Damn, I'm looking good! РÃ'Æ'Ã'Ã'ÐºÐ¸Ð¹ Ã'Ð·Ã'‹Ðº"); 

Spoiler
[close]
2 - It works and doesn't work simultaneously.
Code: ags
   dDialog0.Start(); 

Spoiler

Hi, ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã'



[close]
3 - It works and doesn't work simultaneously.
Code: ags
   dDialog0.Start(); 

Spoiler

Hi, ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã'
CHAR1: ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã', Petya.
Strange characters is Ã'â,¬Ã'Æ'Ã'Ã'ÐºÐ¸Ðµ Ã'Ð¸Ð¼Ð²Ð¾Ð»Ã'‹
CHAR1: Wow, ваÃ'Æ'.



[close]
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