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Messages - Akumayo

#61
Ahh, I think I understand.Ã,  So 'this' re-directs to Mine[index]?Ã,  If that is the case, then it fits my needs perfectly.Ã,  I was attempting to get the index number to use it in the function as Mine[index_ID_Gotten].
Thanks again!

EDIT:  Tested, it works perfectly!
#62
Thanks for the tips monkey.  I've never heard of the 'this' keyword until now, I'll have to look it up and find out more.
The ID idea I had not thought of yet, it seems far more like what I'm aiming for than my current workaround.
So, thanks again.
#63
Well, I realized that workaround, but it seems odd that you don't have to supply parameters like this when you change a character's view (or anything else):

Code: ags

//Normal
character[SOME_GUY].ChangeView(4);

//Parameter
character[SOME_GUY].ChangeView(SOME_GUY, 4);


I'm currently using a parameter as a workaround, but I think, based on the example above, that there is a hidden variable that would get the index the function was called from.
#64
Is there a way to access the array index a function was called from in a struct?  Like if you have:

Code: ags

//Header
struct My_Struct {
  import my_function();
};


Code: ags

//Main
My_Struct Mine[10];


Let's say that my_function() does something depending on which Mine[index] it was called from.  We would call it like this:

Code: ags

//Within some function
Mine[4].my_function();


But then, how would my_function know which index it was called from?  I know there must be a way to access this, because character[index] and various others have functions which access the index called from.
Does anyone know how to access this index number?

Thanks in advance.

-Regards, Akumayo
#65
Well, aside from making the new slider, you'd have to add code to make both slider values equal, which also isn't a big deal, I suppose.  But say you had 3 slider backgrounds, or 5, or 7.  Then it would get a bit hectic.  I'm not saying it's necessary, nor do I think it deserves a high place on the list of priorities for AGS updates, I just think it would be a nice addition.
#66
I think it would be very useful at times to be able to change the background graphic and/or handle image of a slider.  Perhaps an open access to the graphic, like that which is given to us with buttons?
It can, quite simply, be worked around by adding another slider with the desired background image/handle image on top of the current, and making this secondary slider invisible by default, and switching between the two as needed.  For more complex changes though, this would become a lengthy and irritating process.
So, does anyone else think access to these two graphics from the script would be useful?
#67
Quote
Quote
You topic is bad and you should feel bad.
Now, I'm not sure if Akumayo was being serious or not

I wasn't ^_^
It's a line similar to something Zoidberg says on Futurama.Ã,  After Fry announces that he cannot play the holophone anymore, Zoidberg says "Don't feel bad, the music was in your heart!"
As Fry begins to play, and to suck at playing, Zoidberg says "Your music is bad and you should feel bad!"

I wasn't sure anyone would make the connection... it was kind of vague.
#68
General Discussion / Re: Slag off SSH
Tue 08/08/2006 04:03:35
You topic is bad and you should feel bad.
#69
eyeCoof:
The background is a (very) temporary graphic.  However, backgrounds are not my main concern at this point.  (I do agree though, it IS very bright, and a bit obnoxious)

Dreadus:
Thank you very much for the offer, when we get further along in development, I may contact you.
#70
Bump for new Demo.

A real demo is now available.  You can take control of the Confederal Republic of Orak, or the Federal Republic of Orak, and attempt to crush your opponent.  There is still one unit missing from each team, the Federal Orak Guardian, and the Confederal Orak Pyro-Technician.  I hope to have them added by the end of August.
Anyhow, if you find any bugs, please report them, and if you have a suggestion, please post it, I'd really like to get some feedback on this release.

-Regards, Akumayo
#71
QuoteApproximately when will the game be finished?
I'm hoping to have most of it finished by late December of this year.

QuoteAnd what is the progress thus far?
The core engine is almost finished, and as of today, two infantry units have full walkcycles.

Quotemightn't it be a good idea to include weekly or biweekly- every two weeks- updates
I update when I feel a great enough change has been made.  Demos are only released if a major change has happened.  (I hope to have a real demo to show off by the end of August)

-Regards, Akumayo
#72
Be more specific please.  Are you looking to program a shooter game?  Simple bullets flying across the screen?  We cannot help you if we can't address your problem directly.
#73
Wow, Steve, just tried the demo.  That's amazing.  One could make games with better handling than Myst with this module.
#74
Well... does anyone else think that this is a good idea and/or feel that they could complete their entry if the time was extended?
Or should the contest be turned over to another host?
#75
Mad-Hatter:
I am still considering it. Ã, If there are battles in space, it will NOT be using my "Return of the Crrlee" sourcecode, but rather still be a platform-like game, using the 'Flying' type physics demonstrated in the tech demo.
As for 'boss' type units, there will be none.  This is more of an all out battle.  You will have infantry on your team, hopefully, I'm still working on commands ('Follow me', 'Move out', etc).  Because without them, the AI simply won't follow you, it does its own thing.

ManicMatt:
A good obervasion Ã, :D
These are just placeholder graphics, until we can get an animator/sprite artist. Ã, Yes, I do realize that they look like hair-dryers.

-Regards, Akumayo
#76
MashPatoto:
Oh, okay, that makes me feel better.  I had the impression that he was insulting me... and that didn't seem right, coming from SSH.  Wait...  :=

Tech Demo V2 is now released, the problem to several of the performance issues and bugs was that AGS can only display 50 characters on the screen at a time.  The game WAS using characters for bullets and soldiers.  Today I gave it a major overhaul, and it now works completely off of the RawDraw functions.  It runs best when not-windowed.
There are no known bugs in this version, but that doesn't mean they aren't there, so if you find one, please let me know.  And, as always, I'm open to suggestions.

-Regards, Akumayo
#77
Well, it was slow because I was combining characters (Soldiers) with RawDraw (bullets).  If I were to re-write the system so that soldiers and bullets were rawdrawn, I'm sure it would run smoothly, like a particle engine.  However, I wanted to see if the limit could be lifted before I go about re-working my entire game engine.
#78
As you may know, I've been working on a platform-shooter for some time now, and have recently come across a major issue regarding game limits.Ã,  I get an error and it contains this:
Quote
Too many sprites have been added to the sprite list.Ã,  There is a limit of 50 objects and characters being visible at the same time.
I was unaware of this limitation.Ã,  My design requires the use of over 50 objects/characters, so that enemies and bullets can be seen.Ã,  Is there any way to increase this limit without drasitcally hurting performance?
(BTW:Ã,  I'm aware that RawDraw can be used for the bullets, and have tried using it, but it slows the game down far too much for decent play.)

Any help is appreciated.

-Regards, Akumayo
#79




An elderly monk ^_^
#80
Theeph:
Thank you for your kind words  :)
About the Flying type, if you enable specials, you recieve Stalling Boosters, which allow you to hover in mid-air, while still able to aim and shoot.  I agree that the Flying type would be too difficult to use if such a special was not available.
About sprites, these are, as you noticed, temporary sprites, the finals will be smaller.  These sprites are small-vehicle size.
About choosing stuff, in the next release, if it's still a tech demo, I'll change the code for choosing stuff so that it displays when you restart the game as well as when you boot it up.

Nacho:
I'm afraid I've never played either of those games, so I wouldn't know.  I'm aiming at 2D Halo/2D Star Wars Battlefront.

SSH:
What do you mean?  The demo?  I guess it's good for seeing a basic version of how the fights in the final game will be like.
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