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Messages - Alynn

#161
The thing is... it was a one in a million shot that he died from the ray sting, the only reason he died is because out of all the places to hit, it happened to hit him right in the heart.

But yeah... my kids and I used to watch him all the time on animal planet... It looks like the discovery channel headquarters is going to name their courtyard at their headquarters the Steve Irin memorial garden, and starting a fund of some sort in his name...
#162
You can easily get what you want using an .htaccess file, I run both yelloweyedstudio.com and eagma.org off the same server...

For instance the .htaccess file in the root of Yelloweyedstudio

Options +FollowSymLinks

RewriteEngine On
RewriteBase /
RewriteCond %{HTTP_HOST} eagma.org
RewriteCond %{REQUEST_URI} !eagma.org/
RewriteRule ^(.*)$ eagma.org/$1 [L]

Anyone that uses eagma.org as the url is automatically redirected to the eagma.org subfolder in the main webspace.
#163
Actually it's static final, so we are both wrong.... and right... but yes offtopic. I forgot that you need final after static to make it constant.. static just makes it a class variable and not an instance variable...
#164
Ahh coming from Java background, Static is a constant, you can't change static vars... so that's where I was coming from.

But yeah you cant even bypass it by doing a define of the charcount and trying to pass that to the array.

PS (changed the title to reflect constant instead of static)
#165
  oObject.Transparency = 100;

place this in your player enters screen (before fadein) to set it invisible

then when you want it to fade in just loop decreasing the transparency by one wait(1) and that should do it
#166
It's basically the same thing, except you reverse the process make the transparency go towards 0 instead of towards 100.

Unless you mean something else.
#167
Actually it isn't.

int fontNumbers[Game.CharacterCount];

Will give you Array must be a constant size value error.
#168
How I do this is I check the mouse position if it is higher than the middle of the screen it displays the gui below the cursor. If the mouse position is lower than the middle of the screen it displays to the top of the cursor. And the same with the left and right sides.

Easiest way to do this is a check in your repeatedly_execute for the game (if you want this behavior when your popup guis are up then you can place it in your Rep Ex Always)

Psudocode
int guiPosY;
int guiPosX;
if (mouse.y > Screen.Height/2) guiPosY = mouse.y - 10;
else guiPosY = mouse.y+10;
if (mouse.x > Screen.Width/2) guiPosX = mouse.x -10;
else guiPosX = mouse.x+10;

SetGuiPosition(gDescription, guiPosX, guiPosY);

And that should do what you want (and by psudocode I mean this is generally how you do it, you need to actually use the real script code to make it work correctly).
#169
When making my charfont module I noticed some behavior which I found rather odd.

In my module, I wanted the game to do a character count and place that number as the number of slots to use for the array used in the charfont module. I was told by AGS that I had to use a static variable.

This confused me for one reason, at compile time, character count IS static, unless there is some function out there that lets you create new characters on the fly, the last I checked, you couldn't do that.

So my suggestion is, for those functions that return variables that at run time, no longer change (pretty much any of the Count functions, since that number cannot be changed once the game compiles). There may be a few other functions that return items that will not change during the game as they can only be changed in the editor and not in the script.

Advantages: Allows module creators to make modules that use less memory, in the instance of my CharFont module, it would only allocate enough memory for the number of characters actually in the editor, instead of MAX_CHARACTERS.
Can also help those that make use of the Count functions in their game scripts.

Cons: Could cause some confusion as to what returns a compile time static, and what does not. Could be hard to implement code wise.

I think I explained what I mean decently enough...
#170
All data by either upload and download, actually transfers data in both directions...

Generally speaking it works like this if comp1 is sending to comp2
comp1: here is some of the data
comp2: I got it
comp1: Ok, here is some more
comp2: I got that too
comp1: third piece
comp2: I didn't get it
comp1: oh... here is the third piece again
comp2: got it that time...

This isn't the same for pure FTP, which doesn't check if the data being sent is good, so it just sends the whole thing over.

Which also means any and all things you upload will take up your bandwith limit as well. So not only any traffic that comes and looks at your site takes up bandwith, anything you upload to your site (such as a new picture) will also take up bandwith.

And basically we are talking about networks, and computer stuff, which is what I do.. so not so much encyclopedic, more of we have entered my area of expertise.

The second website looks more like most "good" webhosting sites I've seen... it looks featurefull, and offers quite a bit of varity... I noticed that all the plans save the cheapest one have unlimited bandwith... so in case your site becomes super popular (which can happen) you don't have to worry about all those people absorbing all your bandwith.

Tons of email accounts... Plenty of mySQL databases (so you can run your own forums or wordpress, or other web programs that require a mySQL database)

And it has a guarentee...

Now with all that said, you don't want to be overhosted... and what I mean by that is have more features than you actually need... If you don't use most of the features, then why are you paying for the features? 20 mySQL databases. I have 5 mysql databases, and I purposesly put my 2 forums each on their seperate database (by properly naming your tables you can run more than 1 of the same type of forum easily in one database). One for my wordpress, and 1 for my games database. I have one free mySQL database now... which I don't know if I'll ever use...

But for what you are describing 800MB may be all you need. I have 20000MB for my site, but mine will eventually hold all my games (if I ever complete one :P) and part of that 20000 is logfiles, and all my mailboxes that I have...

Just things for you to think about, there is more to having a website than just putting up some pictures and pages, especially if you decide to expand the site in any way.
#171
I think one of the biggest reasons for the overpricing is the fact is that most of the things put on cafepress don't sell. So they try to make maximum profit from the ones that actually do.

One thing you are paying for... Them to do the work... the webhosting, the online store, the money transaction, all you are supplying is the artwork.

Sure it's cheaper to have a printing shop near you (if one exists that works in smallish numbers, IE < 1000), but you have to do all the work yourself, such as setting up the online store, making sure it's secure, and all that business. But you also have to deal with the loss if nobody buys your items.

Which is the biggest advantage, since you don't have to pay for any up front costs if nothing ever sells you don't lose any money.

One of these days I will actually do my cafepress/whatever store... until then, I'll just not have one
#172
I call him... "Paul".

Isn't Paul cute everyone?
#173
23 bucks a year comes out to like $1.92 USD a month... how is that more expensive than 9 bucks a month?

Unless you are comparing what he may get with 2 bucks a month compared to what you get with 9 bucks a month.

Oh and about the subdomains, that really isn't a big deal, most plans offer that...

tom.yoururl.com
bob.yoururl.com
games.yoururl.com

For the most part, it's not used all that much, unless you prefer using bleh.something.com instead of www.something.com/bleh
#174
Quick note on bandwith usage in case you were unaware...

Depending on the protocols used downloading a 20MB file uses more than 20MB of bandwith... at the lowest a 20MB file download will actually download about 25MB from your webhost (about 25% overhead). More information on parity and over head check out this

Framing is better overall, but no matter how they are sent, you are using more bandwith than the origional file size would suggest...
#175
Excess Data: $5.50 per GB is charged once you go over your data limit.

If you don't think you will ever go over your 8GB limit also

3. Data transfer is counted for inbound and outbound data.

That's 8GB of total traffic, both incoming and outgoing...

I'm looking, but it seems odd that the prices are given per year, which almost makes me think that those quota's are per year as well, and I can't find anything that clearifies that that is 8GB of traffic a month, or per the entire year...

If you plan on using it for hosting your games for download 8GB can and will go quick, especially on initial release. For example, I currently don't have any games on my website, and I've used 300MB of bandwith or an average of 3.5GB a year, a single 20MB game Downloaded an average of 10 times a month is another 2.5GB (thereabouts) a year, and that's only 20MB...

so if I were you I'd figure out if that 8GB is per year or per month before I'd make a decision.
#176
If you mean room background....

So basically you have an entire room background with 5 squares on it... What kind of a background is this?

When importing an image, no matter it's type, into the background of a room anything that is invisible/transperent is black. After all, if you put transparency on what is already the background, what would it show behind it? The inside of the monitor?

If you mean a normal sprite (for object or character or whatever)....

Now if you are talking something that is being used as a normal sprite, then most likely it's because when you import you are not using the correct pixel for the engine to determine what the transparent color should be...

For instance using palette number 0 works, but depending on the pain program, it may assign what color slot 0 is on itself... For example, in photoshop, it actually puts the transparent color at the end of the index, not in slot 0. Normally I always leave the top left pixel the same color as the background, even if that means I have to move the entire sprite over 1 pixel.

Have you looked at the file before importing into AGS? As mentioned before BMP doesn't support transperent pixels, so most likely artgem is saving the picture with either a solid white or solid black color (as per what most editors do in this case) to replace the transparent area of the image.

And lastly have you tried telling AGS to use a different pixel, perhaps one of your boxes is in the top right corner making that particular color transparent, but leaving the actual background...

Final note on Alpha transparency and the AGS Editor

Or finally, if you are using alpha channel (not using bmp) the AGS editor does not display alpha channels correctly, so even though in the editor itself it shows a big black area, once shown in game it will look as expected. This is of course if you are using 32bit color.
#177
There is multiple ways to do this... if the object that is picked up also places an item in the inventory you can have the person do (psudocode)

If player.HasInventory(iItem) == 1) Do second Dialog
else do first dialog.

Or, you can create a global variable so when you pick up the object, you set the global variable to 1.

if (GetGlobalVar(1)==1) do second dialog
else do first dialog.

Thats just a start, however these are the easiest to work with.
#178
And you are a prude :P

Back on topic, you definately have that Double Dragon feel to the movement (god I used to love that game... and the twist...
Spoiler
THE BAD GUY IS YOUR BROTHER!!!
[close]
.

Actually if you really wanted you could keep the big lip sprite, and when she gets beat up too much she gets a fat lip.

Man... that's awsome...
#179
General Discussion / Re: MODS
Mon 28/08/2006 08:37:53
So do I...

In fact twice last night.
#180
Yes and the designers of the copy protection system would say appended data on an exe is a poor design choice...

It's all about point of view :P
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