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Messages - Adrian

#101
Yes, I declared ii as an integer, but it won't do the trick.
I don't like floating point numbers too  :P  But Steve's DrawAntialiasedLine function claims floats.
So it seems like you can't mix floats and ints in one calculation, like (float*(int-int)+float*int)/int for example  :(
#102
Sorry, I already tried that. Now it's the other way round:

Type mismatch: cannot convert 'int' to 'float'

I think it's not possible to mix int and float in that progress line.
#103
Thanks for replying so quickly!
I tried to implement your code like this:

Code: ags
ii=0;
DrawingSurface* blah;
while(ii<=100){
  blah=Room.GetDrawingSurfaceForBackground();
  blah.DrawAntialiasedLine(88.0, 65.0, (88.0*(100-ii)+65.0*ii)/100, (65.0*(100-ii)+15.0*ii)/100, 0);
  blah.Release();
  Wait(1)
  ii++;
}


But I get this message:
Type mismatch: cannot convert 'float' to 'int'

What's wrong?
#104
Yes, that's what I mean. To draw an antialiased line from point a to point b step by step, slowly so the user can watch it. Like a track on a map, for example.
#105
That's a mighty module!!
Is there any way to control the speed the lines are drawn with?
#106
Great, that's it! Sometimes I'm just too stupid to find a simple script command.
Thanks to both of you!!!
#107
Hi everyone!

Is it possible to change the walking speed of characters depending on scaling in only one room instead of globaly all rooms? I couldn't find any script commands.

Thanks!
#108
Have you tried setting the GUI's background colour to 0 in the panel?
#109
Never mind. Maybe I'll figure it out by myself. That was a big step foreward, thaks again!

By the way: I guess I shouldn't be the only one who would be glad about a module for connecting multiple points with a variable number of sub-points. Sounds interesting!

Bye!
#110
WOW!
Thaks a lot, monkey! That's more than a fair point to me! :-)

I transfered your code into my global script, which worked fine except two minor problems:

1. Since there is no "eEventAfterFadeIn" for the on_event function (as far as I know), I put the "eEventAfterFadeIn" in the room's room_AfterFadeIn function (as Khris described here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32074.0) and declared the variables there too. In this room I want the lines to be drawn.

2. I got an error saying that input ended in the middle of an expression (or something like that). So I changed this line in the function Steps(...):

if (((steps / 10) < (endX - beginX)) && ((steps / 10 < (endY - beginY))) StepsRightDown(beginX, beginY, endX, endY, delay, stepX, stepY); //equation to prevent value / 0 errors. it wil just skip the function

into:

if (((steps / 10) < (endX - beginX)) && ((steps / 10 < (endY - beginY)))) {
      StepsRightDown(beginX, beginY, endX, endY, delay, stepX, stepY);
    } //equation to prevent value / 0 errors. it wil just skip the function

I hope that's right. At least there is no more error comming up! :-)

Now all I need to know is how I can call these functions from within the room script, what parameters do I have to use and so on. Can you give a practical example?

Thanks so much for your help!!

Greetings
adrian
#111
Hi,
is there a newer version of the code that suits the latest version of AGS?
#112
Hi everyone!
First of all thanks for the great topics and support!
I have a problem which should be quit simple to solve, I hope: I tried to exchange the grafics for the Lucas art GUI's Buttons with my own ones (same size), which worked fine in the GUI area of AGS. But running the game, the original Buttons are still there. Did I miss something?
Greets!

Sorry, stupid problem solved. Just changed "translate GUI action buttons" in global script. Now everything is fine! :-)
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