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Topics - strazer

#1
Hey guys,

I just received a promo code from Amazon.com for one admission to see the movie "Cowboys & Aliens". It's valid only in the US and participating theaters, and since I don't live there, here's the code for anyone to grab:

Quote
Dear Amazon.com Movies & TV customer,

Congrats! Because of your recent purchase from Amazon.com, you are receiving a promotional code which you can redeem for a certificate valid for one admission to see the movie The Cowboys & Aliens between July 29, 2011 and September 25, 2011 at participating theaters.

Here is your promo code: LCUHHN3QHGFR9J

Please note: You must redeem your promo code by 9/2/2011. To redeem your promo code, please go to www.cowboysandaliensmoviecash.com, follow the instructions to enter your promotional code and other required information and print your certificate.
(...)
Visit www.emoviecash.com/dis_locator to find a participating theater near you.

I only ask that you please reply here if you used the code so nobody else wastes his/her time trying to redeem it.

Have fun and let us know how you liked it!
#2
Hi guys,

I tried to participate in the replacement program for the Sunshine Blu-Ray disc. As you may know, it can't be played properly on some players, including my PS3.
Now I called their customer support, but they can send the replacement only to the US or Canada, although I have the US version.

Would any of you be willing to receive the replacement for me and send it on to Germany? I'll reimburse you for the shipping cost of course, I can pay via PayPal.

Cheers
Chris
#3
I've noticed that the length of our discussions and the documents themselves seems to have made people reluctant to release their modules in fear of violating these guidelines.

And I agree the perceived amount of rules seems quite high at first. That's why I've written a short, easy-to-read summary of the guidelines that will hopefully encourage more people to release their modules.

NOTE: This is a summary, you can find the full discussion and detailed documents here.


SCRIPT MODULE GUIDELINES


Please note that we agreed on these guidelines to bring all modules in line and to ensure that they work smoothly together. You are encouraged to follow them, but these are merely suggestions and we'd rather you publish your module as-is than not at all.
If you just want to make sure that your module doesn't interfere with others, pay special attention to the suggestions in bold.


PROGRAMMING CONVENTIONS

Module
- Unique name: Check this Tech Archive and the AGS Wiki
- Name at least 3 characters long (for auto-completion), as short but as descriptive as possible
- Name in camel notation: MyModule

Definitions/Macros
- Name in uppercase: #define MYMACRO 500
- If in module header, prefix module name: #define MyModule_MYMACRO 500

Variables
- If declared in function (dynamic): Lowercase name
- If declared in module script (static): Camel notation name
- If declared in module script & imported into header (global): Module prefix & camel notation name
Code: ags

// module script

int MyModule_MyVariable; // global
export MyModule_MyVariable; // global

int MyVariable; // static

function do_stuff() {
  int my_variable; // dynamic
}

Code: ags

// module header

import int MyModule_MyVariable; // global


Functions
- If only used in module script: Camel notation name
- If imported into script header (global): Module prefix + camel notation name
- Grouping of functions by using static member functions is recommended:
Code: ags

// module header

struct MyModule { // IMPORTANT: The bracket needs to be placed directly after the struct name
  import static function MyStaticFunc();
  //...more functions here
};

Code: ags

// module script

static function MyModule::MyStaticFunc() {
  // do stuff
}

Code: ags

  // some script

  MyModule.MyStaticFunc();
  // typing "MyModule." will pop up all available functions


GUIs *3
- GUI name: Uppercase module name+number: MYMODULE1 (Truncate module name if necessary)
- GUI control name: Prefix name of its GUI: MYMODULE1_Jump

Enums
- Enum name in camel notation, prefixed with ModuleName
- Value names in camel notation, prefixed with e+ModuleName *4
Code: ags

enum MyModule_MyEnum {
  eMyModule_Value1,
  eMyModule_Value2,
  eMyModule_ValueN
};


Structs
- If defined in module script: Lowercase name
Code: ags

// module script

struct mystruct {
  int MyInt;
  char MyChar;   
  short MyShort;
  float MyFloat;    
  String MyString; // AGS v2.71+
};

- If defined in module header: ModuleName + camel notation name
Code: ags

// module header

struct MyModule_MyStruct {
  int MyInt;
  char MyChar;   
  short MyShort;
  float MyFloat;    
  String MyString; // AGS v2.71+
};

- For instances of structs the variable name rules apply
- Struct members:
Code: ags

// module header

struct MyModule {

  // Public member variables
  int MyVar;
  writeprotected int MyReadOnlyVar;

  // Public member functions
  import function MyFunc();

  // Public static member functions
  import static function MyStaticFunc();
       
  // Private member variables (only accessible by other members)
  protected int my_var;

  // Private member functions (only accessible by other members)
  import protected function my_func();
}


Module version info
- Put definitions in module header for dependent modules to check for:
Code: ags

// module header

#define MyModule_VERSION 200 // current version
#define MyModule_VERSION_200 // provides v2.00 functionality
#define MyModule_VERSION_100 // provides v1.00 functionality



DOCUMENTATION

- Plain text or html file for maximum compatibility
- Same name as module
- Should contain:
  - Module name
  - Module version
  - Authors
  - Description of what module does and what it can be used for
  - Dependencies on other modules / plugins / AGS versions
  - List of all public functions and variables and how/where they are used
  - Revision history / Changelog with date
  - License: Free for non-commercial AND commercial use? Credit required or optional?
    We suggest the MIT license:
Quote
/ Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.


PUBLISHING

- Download should include at least the .scm module file & documentation
- A demo game is optional
- Zip format preferred for maximum compatibility
- Post the announcement thread in the main Technical Forum
- Thread subject line: "MODULE: MyModule v1.00 - Optional short description"
- State which version of AGS it was written for
- Moderators will move the thread to the Technical Archive at the appropriate time
- Finally, add your module to the list of script modules in the AGS Wiki



*3 This is my idea, I don't think we reached a consensus yet? What do you think?
*4 e moved to front to avoid value names popping up when typing the module name



Changes:
- btnJump -> Jump
- Added note about placing bracket direclty after struct name
- Fixed full discussion link (Thanks SSH)
- Removed reference to post below
- Added link to Candle's upload space
- Removed link to Candle's upload space
- Fixed AGS Wiki links
- Removed link to Neole's upload space
- Updated code sections
#4
Every now and then people refer to the original thread where I posted the first version of the module, and I haven't received any more bug reports so I guess it's time I release it officially.

This script module is intended to make it easy to animate inventory items.
It provides the following functions:

  InvItemAnimation.Start(InventoryItem *theinvitem, int view, int loop, int delay, optional RepeatStyle repeat)
    Starts animating the inventory item using the specified view loop.
  Example:
    InvItemAnimation.Start(iTorch, TORCHVIEW, 0, 10, eRepeat);

  InvItemAnimation.Stop(InventoryItem *theinvitem, optional bool keepcurrentframe)
    Stops the inventory item animation.
  Example:
    InvItemAnimation.Stop(iTorch, false);

  InvItemAnimation.IsPlaying(InventoryItem *theinvitem)
    Returns "true" if the inventory item is being animated, "false" if it is not currently being animated.
  Example:
    if (InvItemAnimation.IsPlaying(iTorch) == true) Display("The torch is lit.");

  InvItemAnimation.PauseAll()
    Pauses all inventory item animations.

  InvItemAnimation.ResumeAll()
    Resumes all inventory item animations.

Check the included documentation for details.

Download here

Changelog

Version 0.91 (2006-04-18)

* Added .PauseAll and .ResumeAll functions
* Updated to work with AGS v2.72 in "strict" mode

Version 0.90b (2005-10-03)

* Fixed to work with popup modal GUIs

Version 0.90 (2005-10-02)

* First public release
#5
This simple script module makes it easy to allow moving the player character using the keyboard. It is based on a-v-o's code from this thread.

Features
* Move the player character with keyboard keys
* Choice of two control modes: Pressing or tapping direction keys

Download here (Script module and documentation)

Ideas for future releases include key customization features and interaction functions.

Edit:

Check out the coding competition entries for modules that include interaction functions: http://americangirlscouts.org/agswiki/index.php/Coding_Contest#Keyboard_Control
#6
The downloadable manuals from the main page were very old, so I made the one from version 2.7 into a single HTML file.
Maybe it's easier to print or something. Enjoy!

Download here (1,4 Mb)

Edit:

PDF version now available (2,1 Mb)
#7
I must be doing something wrong here:

I want to fade in an object. I encountered a problem and tried this simple code

Code: ags

  object[0].Transparency = 100;
  while (object[0].Transparency) {
    object[0].Transparency--;
    Wait(1);
  }


in hi-color and in 32-bit. The object goes transparent, but doesn't fade in.
The transparency simply doesn't change and the game locks up.
32-bit background, 32-bit object sprite.

Try this demo.

Am I missing something?

I see no way this could be related to Linux, so I didn't boot Windows to check.
Forgive me if it works for you.
#8
Quote from: strazer on Fri 06/05/2005 16:34:56
Quote from: Maestro on Fri 06/05/2005 14:56:04
I wan't to make two rooms and save them under names room1 and room2.
If the player leaves the room1 via door or simply walking to the edge of the screen, he goes to room2. Now, in the editor you can make that transition crossfade, block out etc. I'm wondering can I make AGS do that transition by making the room2 background scroll in to room1 background so it looks like the viewport moved to the next room.
I've just now started working on a script module for that. With the new DynamicSprite.CreateFromScreenShot it's doable without dummy rooms.
My prototype looks promising, just a few minor things to fix. Watch this space.

Okay, so here's an early version:

Go to menu "Script" -> "Module manager..." and import the file "SlideRoom_052.scm".
Now you can use SlideRoom.ChangeRoom instead of player.ChangeRoom or NewRoom/Ex.

Known problems:
- Characters and objects using flipped view frames will be drawn the wrong way
- Characters and objects that happen to be on the edge of the old screen and are only half-seen appear to be cut off during sliding
- Any repeatedly_execute_always's will run during sliding unless they're not explicitly prevented from running if game is paused: if (IsGamePaused()) return;

With AGS v2.71 I should be able to fix some of these, new version underway...

Download v0.52 (Requires AGS v2.71!)
(Script module only)
#9
I originally wrote this to complement the CharacterControl script module so I thought I might as well post it here:

My CharacterRegionSounds script module for AGS v2.7 and up

This script module simplifies the process of giving ALL characters different footstep sounds for different surfaces like wood, concrete or grass.

Features:

* Different sounds on different regions for all characters
* Automatic volume scaling

It works very well in combination with the CharacterControl script module.
Any feedback appreciated.

Download v0.80b here
Mirror v0.80b (Thanks Candle!)

This download includes the script module and documentation.
#10
Yet another plugin conversion: Here's my OtherRoom script module for AGS v2.7, inspired by the OtherRoom plugin by Steve McCrea.

This script module simplifies the process of enabling/disabling various things in rooms other than the one the player is currently in. This is especially handy for beginners.

Features:

* Turn on, off and toggle hotspots and regions in other rooms
* Turn on and off walkable areas in other rooms
* Turn on, off, fade, toggle and position objects in other rooms
* Get current status of things in other rooms

Advantages to the OtherRoom plugin:

+ Cross-platform compatibility
+ Additional commands (object fading, get current status)
+ Extensible & customizable

I still consider it a beta version since there may still be things I overlooked.
As with the CharacterControl module, I'm essentially looking for beta-testers, so please let me know if you find any problems.

Download here (Should work with AGS v2.70, v2.71 and v2.72)

This download includes the script module and documentation.

Changelog:

Version 0.85 (2006-04-19)

* Quick fix to make it work with AGS v2.72 in "strict" mode

Version 0.84 (2005-08-18)

* Fixed bug when room changed via Character.SetAsPlayer() (Thanks Bernie!)

Version 0.83 (2005-05-09)

Major rewrite: (Thanks SteveMcCrea!)

* Added functions to return the states of things in rooms already visited
* Toggling now takes previous actions into account instead of overwriting them
* States are saved when leaving and restored when entering rooms
   (handy for non-state saving rooms 300-999)

Versions 0.81 & 0.82 (2005-05-06)

* Fixed two silly mistakes in a last-minute addition to the module

Version 0.80 (2005-05-05)

* First public release
#11
This is my CharacterControl script module for AGS v2.71/2.72.

To quote the CCS plugin by Scorpiorus:

"Imagine you have a lot of characters in the game and want them to perform different tasks at the same time. Yep, a tons of scripting seems unavoidable. However, another way out is to use CCS which provides easy command control system so you define all needed character commands and then just call the execution function. The most powerful is the MOVE command as it works room-independently!"

I really like the idea, but as a Linux user I can't use plugins and I like to do things natively whenever possible. So I wrote the entire thing from scratch as a script module.

Features:

* NPCs can walk around in other rooms, talk, animate etc. _in the background_
* Compatible with CCS plugin command strings
(That may change at any time so you're encouraged to use this module's commands.)

Advantages to the CCS plugin:

+ Cross-platform compatibility
+ Additional and extended, more flexible control commands
+ No need for a dedicated blank view
+ Extensible & customizable

Note that this is still a BETA version.
I have only a simple test game to test this with so I need other users to report any bugs they may encounter.

Download here (Requires AGS v2.71 or higher!)
This download includes the script module(s), documentation and a small demo game.

Edit:

Check this post by monkey_05_06 for an AGS 3+ compatible version
#12
A user in the german forum reported a problem playing a video from a sub-directory:

  PlayVideo("Videos\x.avi", 1, 0);

works on his comp, other people get

  "File not found or [...] compiled/videos\x.avi"

Changing it to

  PlayVideo("Videos/x.avi", 1, 0);

works on the other comp, but he gets

  "File not found or [...] compiled/videos/x.avi"

He then tested it on various Windows XP systems and on some it works, on some it doesn't.

Any thoughts?
#13
Hi!

For those who have purchased the three Lord of the Rings seperately, you can purchase the official slipcase at http://www.lotrdvdbox.com/

Unfortunately, this offer is only valid in the US. :(

I have imported all three boxes from the US but I'm not able to buy this although I have a credit card. :-\

So would anyone of you living in the US order this for me and send it to Germany?
I can pay you back via PayPal or a Western Union money order (though I would prefer the former).

Thanks a lot
Chris
#14
There's obviously a function name clash for the SetCharacterProperty counterpart, so how about SetCharacterProperty returning the old value of the setting, just like SetGameOption? I'd find this very useful.
#15
Fortunately I've never had a harddisk crash on me, but I live in constant fear.
I know he's a reasonable man, but does anyone know for sure if Chris keeps regular backups of the AGS source code?

I'd hate to read one day
"I lost the AGS source code today. Sorry, AGS is dead." :P
#16
General Discussion / TFTs & interpolation
Sat 12/06/2004 19:18:31
Most modern TFT displays have a native resolution of 1280x1024.
I've never had the chance of seeing a lower-resolution game (320x240/640x480) on such a display.
I'm sure it depends on the model, but in general, how noticable is interpolation in full-screen mode? How bad is it?
#17
I was searching for good deals on english-language versions of adventure games when I found StartUpSoftware.co.uk.

For example, they have:

Discworld Noir £4.99
Broken Sword £4.99
Broken Sword 2 £4.99

All prices include worldwide shipping!
I live in Germany and BS 1+2 arrived within a week or so.
(Credit card or PayPal required of course.)

Just thought I'd mention it in case anyone else is looking. :)
#18
I've never bought much music CDs, not because I download a lot of music, but because there's so little music that I actually like.
Most of my favorite bands have broken up, changed styles or only release crap recently.

Now after a few years of hearing it here and there, I finally decided to buy "Californication" by the Red Hot Chili Peppers, and I've immediately noticed how awful it sounds. Clipping (clicks) all over the place.

I loaded it in my PC, and sure enough, almost all tracks look similar to this:



(This picture is taken from this site explaining the whole thing.)

I've read about this phenomenon before, but I've never really noticed it until now.

At first I thought my copy or my CD drive had a defect, but I checked the net, and many people noticed the same thing. It seems the CD was mastered this way intentionally, just to be insanely loud (resulting in audible clipping).
I checked a few of my other CDs and have noticed similar effects.

Is anyone else appalled at paying money and getting such a technically flawed product in return?  >:(
#19
1.) Here's a scenario:

Crossfade music tracks: Yes

Room 1
Music volume adjustment: Quiet
Play music on room load: 1

Room 2
Music volume adjustment: Loud

Now, when you change rooms from 1 to 2, music 1 suddenly jumps to the loud volume setting although it is currently being faded out. This is very apparent if there's no other music being started in room 2.
I think it should fade out at the previous room's volume setting?



2.) In the palette window (32-bit), how about making the color number a textbox instead of a label, so the value can be copied into the clipboard?
Also, it would be nice if it could work in reverse, ie you copy or enter a number there and you see which color it is?
#20
Yay, I just won my first sprite jam! :)
I hope it's okay for me to post this now.

I'm eagerly awaiting my copy of the "Walt Disney Treasures: On the Front Lines" DVD, a collection of Disney's animated wartime cartoons.

So I'd like to know: What would your pet or favorite animal look like in full WW2 battle gear, Disney-style?

Restrictions

Size: 100x150
Colors: 256

I'm looking forward to your entries.

Edit: Hm, maybe it's a bit too small, you can make it bigger if you want to.
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