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Messages - Akumayo

#101
Hrm, more interest in this than I had expected  :)

I hope at least a few of you get entries put together.  Good luck everybody!
#102
You're left handed, aren't you?
#103
Thank you very much, I intend to use it in the RPG I've been thinking about making lately.  I'm glad you found it nice.
#104
Quote from: MashPotato on Thu 29/06/2006 23:19:37
Redwall: Yup, shark protection! ^_^

I don't think it's shark's she'll be worring about...  we can rent diving equiptment...
#105
Of course.

When in doubt, blame the trout!

Wait...
#106
Wow, what an asshole.

I was coming here to start a topic, but it would seem that it's already been handled.  I'm still getting messages though... *off to update ignore list.

Isn't it great this issues like this get addressed so quickly though?
#107
Hooray, I can win by default ^.^
#108
The Journal-Maker allows the user to create logs/journals/questbooks/and the like using a GUI label and two buttons for scrolling.

The download includes both the module file and a walkthrough showing how to set up a journal, and some various functions one can use to edit the journal.Ã,  Once you've read over the walkthrough, the comments in the module itself elaborate on the use of each function.

This is just version 1.0, so if you find any bugs, don't hesitate to offer them up for fixing.
This may be an updated version, but bugs and suggestions are still welcome.

User Experience Recommended:
-Basic knowledge or understanding of Strings

For Advanced Use
-Advanced knowledge of String functions (some functions return a String, that can be edited, and then replaced)

Journal-Maker 1.1

-Regards, Akumayo
#109
Wow!

That worked!  I guess I just don't quite grasp how to use static functions yet.  I'm getting it though!

Thanks for all the help guys.
#110
I'm not exactly sure what you mean.  I feel stupid.

Here's the script from the module header:
Code: ags

struct JournalModule {
  import static function AddEntry(String Text);
  //some other functions
};


And here's the script from the module main script
Code: ags

function AddEntry(String Text) {
//function contents
}


And here's the exact error (generated on run-time):

Quote
Script link failed:  Runtime error:  unresolved import 'JournalModule::AddEntry^1'

What do I need to change?

(Thanks for the help so far)

-Regards, Akumayo
#111
General Discussion / Re: Humble Debate Club
Thu 29/06/2006 11:21:01
Quote from: Lyaer on Thu 29/06/2006 11:09:51I hope you will not mind me lurking.

Not at all!  Lurk away  :)

#112
Tried, apparently not.
Quote
'static' only applies to member functions.

Perhaps if I export the functions?Ã,  Is that even possible?
*Akumayo goes off to try.

EDIT:

Apparently, you CAN export functions, you just leave off their datatype "function" and their parenthesis "(...)", and the game gives you no trouble about it.

However, it does not stop the error from showing up.

Any other ideas?
#113
QuoteHave a go with Akumayo's code, it's really not as complicated to do as it sounds. The only problems with it are

Meh, nothing's perfectÃ,  :)

pslim:
Ã,  Due to this topic, I had an idea for a module to handle this sort of thing.Ã,  It should be ready within two hours of right now.Ã,  I'll post the link to the topic here, so you can have a go at it.

EDIT:

As promised:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27158.0
#114
The function is already written like you suggested.Ã,  I don't think that's the problem.Ã,  It's something about calling it as 'static' I think.Ã,  Thanks for trying though.

EDIT

Small update:

New code:
Code: ags

struct Some_Struct {
  import static function MyFunction(String MyString);
  ...
};


And, when called, it looks like this:
Code: ags

Some_Struct.MyFunction("This is a string.");


The error now reads:
Quote
Script link failed:  Runtime error:  unresolved import 'Some_Struct::MyFunction^1'

Any help is still appreciated.

-Regards, Akumayo
#115
I have a similar struct declaration to the one below in one of my module headers:

Code: ags

struct Some_Struct {
Ã,  import static function MyFunction(String UserString, int UserInteger=-1);
Ã,  ...
};


As far as I know, this should allow the user to call something like this:
Code: ags

Some_Struct.MyFunction("This is a string.");


As well as this:
Code: ags

Some_Struct.MyFunction("This is a string.", 7);


However, when I attempt to call the latter, I get an error during run-time:

Quote
Script link failed:Ã,  Runtime error:Ã,  unresolved import 'Some_Struct::MyFunction^7'

Any ideas of what I'm doing wrong?Ã,  (I'm new to calling functions as 'static')

-Regards, Akumayo
#116
Well, the first thing that comes to mind, isn't practical at all, but would do exatly what you want it to.

If all else fails:
Use inventory items.Ã,  Delete the listbox in favor of an inventory box, and make each entry an inventory item (with the text as the sprite).Ã,  Then use the ScrollUp() / ScrollDown() functions to control it.
(As I said, last resort, I'm sure someone will come up with something FAR more practical)

On a more practical note:

You could use two labels.Ã,  One on the top of the journal, one on the bottom (for two entries).Ã,  Then make an array
Code: ags

#DEFINE Max_JournalEntries 16
String JournalEntry[Max_JournalEntries];

To represent, say 16 JournalEntry Strings.Ã,  These can be set when needed like:
Code: ags

JournalEntry[0].Text = String.Format("This is the first journal entry.");
JournalEntry[1].Text = String.Format("This is the second journal entry.");


Now, you can control what is displayed with two more variables

Code: ags

int labelA_entry = 0;
int labelB_entry = 1;
 //since these are real entries by default, you must set the values of JournalEntry[0].Text and JournalEntry[1].Text, probably in the game_startup() script.Ã,  You can make them blank by JournalEntry[0].Text = " ";


Now you have the basis to create the Journal.Ã,  The code below will control what entry is being displayed by each label
Code: ags

repeatedly_excecute() {
Ã,  if (labelA_entry != -1)Ã,  JournalLabelA.Text = labelA_entry;
Ã,  if (labelB_entry != -1)Ã,  JournalLabelB.Text = labelB_entry;
}


Then, for the Scroll Up / Down buttons:
Code: ags

//Scroll Up button pressed code
if (labelA_entry != 0) {
Ã,  labelA_entry --;
Ã,  labelB_entry --;
}

//Scroll Down button pressed code
if (labelB_entry != Max_JournalEntries - 1) {
Ã,  labelA_entry ++;
Ã,  labelB_entry ++;
}




And there you have it, a crude journal with 16 possible entries.

-Regards, Akumayo
#117
General Discussion / Re: Humble Debate Club
Thu 29/06/2006 02:54:18
Hooray!  We now have over 10 members on the boards!

And, as Tuomas pointed out, the majority of them are Finn's.  (Which is not a bad thing, just strange.)

The AGS Usergroup is up now as well.  I'm not really sure what we'll do with it, but it's filled with AGS'ers (6 as of now).

We're still open to suggestions, as I've said before, and still looking for some competition ideas to generate activity.  If you've any ideas, drop by.

Anyhow, we've got several active discussions going on now on various topics, so don't hesitate to drop in and post a bit.

-Regards, Akumayo
#118
OopsÃ,  :-[

I'll get right on that

Source Code will be is right here: X
#119
Hooray, I finished on time!

(No screenshots, mostly because I'm lazy, sorry)

Akumayo's Megademo!

Makes use of the following modules (reveals some stuff about the demo):
Spoiler

Ã,  -Advanced Randoms (used in several places, mainly to produce scroll-out number sprites)
Ã,  -Particle Engine (used to make fire/water/smoke effects, as well as the 1's and 0's explosion thing)
Ã,  -Lightning (used to make... well, the lightning)
Ã,  -Hypnotize/Mesmerize (used to make spinning, twirling, vortext things)
[close]

-Regards, Akumayo
#120
The Save/Restore dialogues are hard-coded into AGS.  You'll want to build your own GUI to customize the save/load interface.  There are tutorials on how to do this I think... try a forum search "build save load GUI".

-Regards, Akumayo
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