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Topics - Trent R

#1
Seems like this deal technically died, but there is still the Rapidshare link below, or you could PM me (I got one such earlier today)

~Trent

PS- Remember that I check this forum (and some other sites) all the time, so if you're looking for something, PM me and I'll let you know if I can find it for you.



Original Post:

Note to mods: If this thread needs be locked or edited, go ahead. Just figured I'd share (which is how I found it in the first place).


I'm a member and frequent visitor to a site called Slickdeals. Members post shopping deals and freebies that they find all over the internet, and me and my bro have bought a ton of great cheap stuff through the site.

I found a thread today about downloading the full version of Corel Paint Shop Pro X for free!

~Trent


Since the thread wiki can explain it better than me:
QuoteThis is NOT Mac OS X compatible.

Direct Link
http://www.corel.com/akdlm/6763/downloads/PaintShopPro/v10/v1010/Lexar/Corel_PaintShopPro1010_EN_LEXAR_Retail.exe

Direct link to Extras (English version):
http://www.corel.com/akdlm/6763/downloads/PaintShopPro/v10/ibr/English_PSPX_RegXtras.exe
I don't know what these "extras" are.

English version uploaded to rapidshare:
http://rapidshare.com/files/221255087/Corel_PaintShopPro1010_EN_LEXAR_Retail.exe

Comparison with the other versions included the latest is in this pdf link.

You are harassed after nearly every use of the program to "upgrade for $59.99" unless you remove the nag screen. See below.

Procedure to remove nag screen:
1. After installing, open the following file in Notepad:
C:\Program Files\Corel\Corel Paint Shop Pro X\PCUUI\Container.htm
2. Erase all the text, replace it with the following code:

Code: ags
<script type="text/javascript">
location="pcucmd://Cancel?confirm=no";
</script>

3. Save the file.

For some reason vista wouldn't allow me to remove the text from container.htm and then paste in the info from the wiki, then save. i had to open the container.htm file, save as to my desktop, edit the contents... then save. then copy that over to the location of the original container.htm to overwrite the original file.  (This Vista's security model.  No editing allowed in any Program Files subdirectory)
_______________________

I installed the software but when I click on the icon on my desktop nothing happens. The software doesn't even open. Is this happening for anyone else? I am running Vista as my operating system.

I have Vista also, for some reason when I downloaded it lost the .EXE extension, so you have to add it back on, to make it executable. Then it'll work.

Check this out
#2
An offshoot of my other thread, but what are some are mathmatical functions that you want to see or use. Also, post any that you currently have scripted and I will add them to this first post.

I think I'm pretty good at math, but it's been almost two years since I've done anything beyond basic algebra. I started by looking at the C# MathHelper class, but they sadly don't show the whole function (at least that I'm able to find ATM)

~Trent


Initial post: int: AbsInt, MinInt, MaxInt  float: AbsFloat, MinFloat, MaxFloat, DistanceFormula


Code: ags
int AbsInt(int value) { //Returns the Absolute Value of value.
  if (value<0) {value=value*(-1);}
  return value;
}

int MinInt(int value1, int value2) { //Returns the lesser of two int values.
  if (value1>value2) return value1;
  else return value2;
}

int MaxInt(int value1, int value2) { //Returns the greater of two int values.
  return (value1>value2)*value1 + (value1<=value2)*value2;
}

int Factorial(int value) { //Returns value!
  //Coming soon
}


Code: ags
float AbsFloat(this Maths*, float value) { //Returns the Absolute Value of value. |value|
  if (value<0.0) {value=value*(-1.0);}
  return value;
}

float MinFloat(this Maths*, float value1, float value2) { //Returns the lesser of two float values.
  if (value1<value2) return value1;
  else return value2;
}

float MaxFloat(this Maths*, float value1, float value2) { //Returns the greater of two float values.
  return (value1>value2)*value1 + (value1<=value2)*value2;
}

float DistanceFormula(this Maths*, int x1, int y1, int x2, int y2) { //Returns the distance between the two points
  float evalX, evalY, evalFinal;
  evalX=Maths.RaiseToPower((IntToFloat(x2)-IntToFloat(x1)), 2.0);
  evalY=Maths.RaiseToPower((IntToFloat(y2)-IntToFloat(y1)), 2.0);
  evalFinal=Maths.Sqrt((evalX+evalY));
  return evalFinal;
}

#3
I'm starting to create a pseudo-module script filled with Extender functions. So far they're all math ones, plus one character. Are there any all-purpose extender functions that you have in your game? Please share them and suggestions for others.

~Trent


Initial post: character.LossAllInv, Maths.Abs,Min,Max
Update 1: character.LoseAllInventory, LoseInventoryMult, AddInventoryMult, SetWalkingSound, RemoveAllWalkingSounds

character.Extenders
Code: ags
ViewFrame *frame;


void LoseAllInventory(this Character*){ //Character loses every single inventory item.
  int i = 1;
  while (i <= (Game.InventoryItemCount)){
    this.InventoryQuantity[i]=0; //Be warned: This doesn't pass anything to on_event
    i++;
  } 
  UpdateInventory();
}

void LoseInventoryMult(this Character*, InventoryItem *item, int count){ //Character loses specified number of inventory item.
  int i;
  while (i<count){
    this.LoseInventory(item);
    i++;
  } 
}

void AddInventoryMult(this Character*, InventoryItem *item, int count){ //Character gains specified number of inventory item.
  int i;
  while (i<count){
    this.AddInventory(item);
    i++;
  } 
}


void SetWalkingSound(this Character*, int Sound, int Frame, int Frame2){
  int i=0, max=0;
  if(Game.GetLoopCountForView(this.NormalView)<8)  max = Game.GetLoopCountForView(this.NormalView);
  else   max = 8;
  while(i<max){ 
    frame = Game.GetViewFrame(this.NormalView, i, Frame);
    frame.Sound=Sound;
    if(Frame2!=-1){  
      frame = Game.GetViewFrame(this.NormalView, i, Frame2);
      frame.Sound=Sound;  
    }
    i++;
  }
}

void RemoveAllWalkingSounds(this Character*){
  int i=0, j=0, max;
  if(Game.GetLoopCountForView(this.NormalView)<8)  max = Game.GetLoopCountForView(this.NormalView);
  else  max = 8;
  while(i<max){ 
    while(j<Game.GetFrameCountForLoop(this.NormalView, i)){
      frame = Game.GetViewFrame(this.NormalView, i, j);
      frame.Sound=0;
      j++;
    }
    j=0;
    i++;
  } 
}
#4
Is there a guide or tutorial to writing Modules floating around somewhere? The closest things are the two articles on the wiki, but those are basically just about formatting so there aren't conflicts.


~Trent
#5
QuotePhotoshopping isn't drawing a completely new image -- It's editing images to create a new image, such as editing one image or combining several images. The contest usually lasts for a fortnight. Also, you don't have to specifically use Photoshop -- Paint Shop Pro, MSPaint, or any other programs can be used. Please make sure your image doesn't exceed the width of the screen.


I'm done with this comp. If you want to start a new one, start a new thread or pm to edit this one.
~Trent
PS-
     
#6
This was originally question in Beginner's Tech asking why += and -= weren't in the manual. This sparked a 'discussion' on the other operators and that they should be implemented.  I changed the topic title, but it was never moved (as I found out, most likely because those mods hardly log in)

1) Add += and -= into the manual. They already work, so why not update the manual? I find them immensely useful, and more so than the binary ones.

2) Added support of *=, /=, and %=. As dkh said in the orig, *= and /= are used very often, and I don't see how hard it can be‡ to implement all of them into AGS.


~Trent
‡  I bet people use that phrase all the time.



From the other topic:
Quote from: monkey_05_06 on Thu 06/11/2008 08:00:04
I can't say for sure why the += and -= shortcut operators aren't included in the documentation (but yet, as you say, the binary operators are...).

Definitely I'd say it would be useful for new members to know about.

It is notable that at the moment there are no *=, /=, or %= operators however.
Quote from: dkh on Thu 06/11/2008 10:30:56
While we're talking about these, I have often noticed the lack of *= and /* respectively and thus would welcome their addition. Can't imagine it can be much of a time investment to implement them?
Quote from: dkh on Tue 11/11/2008 17:45:51
I really use the remainder operator % so rarely that it's not a big hassle to type in the few more characters. I use *= and /= often though!

Of course, if Chris implements *= and /=, it wouldn't be a problem (I suspect this should be pretty easy to get into AGS) to just add the %= as well, at the very least for consistency's sake!
#7
Found the answer at this thread, but it was titled "how to do "blah.blah" functions", which wasn't very descriptive.

~Trent




Code: ags
---------------------------
Adventure Game Studio
---------------------------
Script link failed: Runtime error: unresolved import 'MyStruct::Add^2'

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



I'm currently trying to organize my code, so I decided to write a module to contain my variables and functions. I get the error above when I try to run my game (no compile errors) and I have no idea what to do. My code:

Code: ags
//module header

//enum StatEnum is declared here.

struct MyStruct {
  import function Add(StatEnum param, int toAdd);
};

//..later on
MyStruct  Stat;


Code: ags
//module script

function Add (StatEnum param, int toAdd) {
  if (param == eStr)         { Stat_Strength += toAdd;     }
  else if (param == eInt)    { Stat_Intelligence += toAdd; }
  else if (param == eAgi)    { Stat_Agility += toAdd;      }
//etc
}



I read the AGSwiki Module programming guidelines a little bit, but most of it is if you're publishing a module. Basically I just want to be able to access Stat.Add and other functions (and other structs).

~Trent
#8
Quote from: Radiant on Mon 06/12/2004 18:26:42
I second that. In fact, I second any kind of keyboard shortcut in AGS.

This thread is for all Keyboard Shortcuts for the AGS Editor. Please suggest, discuss, etc all the shortcuts you would like to be included in the AGS Editor. If someone suggests a shortcut that already exists (perhaps under a different key), then please reply so that I can update the list in this first thread.


Known Shortcuts:
F1       Manual
F2       Game Statistics
F3       Find Next
F5       Run
F7       Build Exe
F9       Toggle Breakpoint

Ctrl-A   Select All
Ctrl-B   Match Brace 
Ctrl-C   Copy
Ctrl-D   Duplicate line to next
Ctrl-E   Replace
Ctrl-F   Find
Ctrl-G   Open GlobalScript.asc
Ctrl-H   Open GlobalScript.ash
Ctrl-L   Open
Ctrl-Q   Quit
Ctrl-R   Save Room
Ctrl-S   Save
Ctrl-V   Paste
Ctrl-W   Close Tab
Ctrl-X   Cut
Ctrl-Y   Redo
Ctrl-Z   Undo

Ctrl-Space  Show Autocomplete
Ctrl-F5     Run without Debugger
Ctrl-Tab    Switch Tabs

Tab         Tab selected lines
Shift-Tab   Un-Tab selected lines


Suggested Shortcuts:
Ctrl-/        Comment selected lines
Ctrl-Shift-/  Uncomment selected lines


Open Ctrl-Letter keys (no shortcuts):
Ctrl-I      
Ctrl-J      
Ctrl-K      
Ctrl-M      
Ctrl-N      
Ctrl-O      
Ctrl-P      
Ctrl-T      
Ctrl-U      




To start off, I would like Ctrl-PgUp and Ctrl-PgDown to be able to switch to tabs. This is standard behavior of browsers, VB, etc. I wouldn't even care if wrapping was implemented.

Also, I noticed that Ctrl-J and Ctrl-M  do the same as the Enter/Return button. Why is this? Or am I missing something?

~Trent

Quote from: Snarky on Wed 12/11/2008 21:20:32
In Visual Studio (or Eclipse, I forget), Ctrl-/ (control+slash) will comment out selected lines, and Ctrl-Shift-/ will uncomment them. I use that a lot.
#9
GAAHHH!! I've been working for the last few hours on my overhead battle system. To make movement cleaner, and to be able to detect objects and characters, I wrote the following function. It's not finished, but I'm just worrying about the movement part (ie. Hspot parameter is not used yet)

Code: ags

function ChangeHex (Character* Char, FacingEnum param, Hotspot* Hspot){
  int CFx, CFy;
  if (param==eFaceDL)       {CFx=Char.x-88; CFy=Char.y+50; } //These distances are specific to the grid
  else if (param==eFaceDown){CFx=Char.x;    CFy=Char.y+100;} //High-res coords are used in scripts
  else if (param==eFaceDR)  {CFx=Char.x+88; CFy=Char.y+50; }
  else if (param==eFaceUL)  {CFx=Char.x-88; CFy=Char.y-50; }
  else if (param==eFaceUp)  {CFx=Char.x;    CFy=Char.y-100;}
  else if (param==eFaceUR)  {CFx=Char.x+88; CFy=Char.y-50; }

  //Char.Walk(CFx, CFy, eBlock); //Works fine, but wouldn't allow the checking I wish to implement

  if (Char==player) BattleHot=Hotspot.GetAtScreenXY(player.x, player.y); //BattleHot is to be the hotspot where the player is
  Char.Walk(BattleHot.WalkToX, BattleHot.WalkToY, eBlock, eAnywhere);    //Obviously doesn't work 
}



This image is my map, and each colored hex has a hotspot associated with it. I had hoped that I could find which hotspot is directly in the direction of FacingEnum, and then check whether or not an enemy or object was at that hotspot.

But since this is a vertical scrolling room, GetAtScreenXY screws up if the player is down at all..... Can anyone of you help me to find a workaround to fix this? Or even to scrap my hotspot idea?


~Trent
#10
At first I wasn't sure if the += and -= operators wouldn't work, so I checked in the manual. But they're not there!

However, they do work (because they didn't show a compile error and I used Display checks). So how come they're not a part of the manuals entry on all of the other operators? There's even the bitwise ones included.


~Trent
PS-This seems like a Beginner question, so I posted here.
[Edit]: Requesting that this gets moved to the tech to become an official suggestion.
#11
I have a vertical scrolling room (640x700) in 640x480 resolution, and my character moves around perfectly fine with keypresses and the room scrolls with him.

However, once you press Ctrl-Q or F9 to bring up the related GUIs, the screen gets locked to the top section of the room (where a normal sized room would be). How do I fix this?


~Trent
#12
Adventure Related Talk & Chat / New Wiki page!
Sat 25/10/2008 15:32:01
I don't know if I should post this, but I just created a new wiki page. It's a list of acronyms and they're meanings (because they're soooooo prevalent in the adventure genre).

But you should go check it out and improve it. My brain's fried (It's 8:30 for me and I've been up since 3. Couldn't sleep) and so it's fairly short.


~Trent
#13
Either way, I think it's pretty hilarious.
~Trent

http://answers.yahoo.com/question/index?qid=20080412213155AAz53EX
#14
I am bloody lost.  :(

I've been trying for a while now to make a double keypress function in my room and I can't get it to work whatsoever. I searched the forum and found a few topics on making a double click function for the mouse. I tried to modify those, but they didn't work.

The biggest problem is that I can't figure out how to make it so it won't trigger both the single press and double press results. I've tried WaitKey and using a Timer (though I suspect I messed that code up).


~Trent
#15
I couldn't find it, but can you zoom in on a GUI you're currently working on? Similar to zoom for rooms?

I assume that there isn't one, because GUI's are fairly simple, so a zoom function isn't needed.


~Trent
#16
So I'm working on making a 'Quest For Glory' style game, and I decided that I wanted a fullscreen GUI for the Inventory, Options, and such.

So I went into Photoshop and just started to create a basic design for it. It's like tabbed browsing, and I wanted to get people's opinions on it. Not about the art (cause I'm not an artist), but more about the design and how you would feel about it in a game.



~Trent R
~Sirus Squire
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