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Messages - Alynn

#21
Bah, then I guess I'll just have to code up my own UseInventory cursor mode thing.

Alrighty then. Thanks
#22
The button is supposed to change to Mode 4, which is Use Inventory. I know exactly what I mean.

It is supposed to turn it into an arrow, since I'm not using inventory items as cursors, therefore it should be using the arrow which is set as the cursor graphic for mouse mode 4.
#23
It chooses the talk mode when Hide Player Character is chosen for that room.

If I'm in a room that the player character is not hidden it uses the last chosen mode. IE If I'm in walk mode, and I click Use, it stays Walk mode, if I'm in look mode and click use, it stays in look mode.

That's exactly my point. I have a seperate Use Inventory cursor sprite, and it doesn't show up at all when I click the Use mode. The more I play with it the more it seems bugged.
#24
Well I decided to just make them all static and save myself the trouble, the module is self contained now anyway as it has it's own on_mouse_click.

Anyways thanks for hte help... It's amazing how quickly you lose everything you know about scripting if you haven't done it in a few months.
#25
Ok, so I have a custom inventory box. I am handling inventory clicks in script, and I'm not using inventory items as cursors.

However I've run into a strange problem where when I click the use interaction, the talk cursor appears, and any inventory clicks count as if I'm using the talking mode. This is in a non walkable room. In a walkable room it just keeps the last interaction selected.

I've tripple checked, and all the buttons are set to the correct cursor modes on click (using the change cursor mode option). Yet everytime I hit the Use button (mouse mode 4) it uses either mode 1 or the last choosen mouse mode.

I've tried doing it by script (Mouse.Mode) but the result is the exact same.

So my question is, did I do something wrong, or is this indeed a bug?
#26
Doh, didn't even think of the calling non static function statically, then again, with the error message it didn't even get that far to warn me of it.

Best bet is to just make Click non static and go from there.

Tanks monkey
#27
Ok, from what I understand when making a module if you have a protected function within the struct that you have a public function only allows the public functions/members to be called from within the module.

Now here is my header

Code: ags

struct InvHandle{
  import static function Click(InventoryItem *item);
  //internals
  protected import function Talk(InventoryItem *item);
};


and module

Code: ags

static function InvHandle::Click(InventoryItem *item){
    if (mouse.Mode == eModeTalk) InvHandle.Talk(item);
}

protected function InvHandle::Talk(InventoryItem *item){
    //talk stuff here  
}


Yet when I try to save I get this:
---------------------------
Compile Error
---------------------------
There was an error compiling your script. The problem was:

In: 'Inventory Handler'



Error (line 9): Cannot access protected member 'InvHandle::Talk'



Do you want to fix the script now? (Your game has not been saved).
---------------------------
Yes   No  
---------------------------

I thought since InvHandler.Click called InvHandler.Talk it would work since they are part of the same module, apparently this isn't the case...

What the hell did I miss?
#28
Well to be honest that's why I thought of this.

My inventory needs to be 16X16 to get the effect I want in the GUI, but when they are used as cursors I need the extra space...

Hrm... I wonder... if I make a floating GUI and use just the arrow as the cursor for using inventory items, and just placing the true inventory item pic on a button on the floating gui, I'd get the same effect... Which shouldn't be too far out of the way since I have to make a custom inventory handler anyway...

Hrm.....
#29
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#30
I was playing with the custom cursor hotspot (both the cross hair and use sprite number) and I noticed that if the hotspot (both custom and engine generated crosshair) is outside the origional inventory item sprite area, it is removed, or rather, not drawn.

What my suggestion is, is to allow either:

1) The ability to place the cursor hotspot for inventory items outside the inventory item sprite.

Example: I have 16x16 pixel inventory items, However many of them are large enough to take up most of that area. I'd like to place the hotspot at (upper left of the sprite being 0,0) at -2,18. Using magenta for the Inventory Item, and Cyan for the pointer, black being where no sprite is would look something like this.



2) Keep the cursor hotspot choice within the origional sprite, however allow the game created crosshairs, or user created hotspot sprites to be drawn even if they are not within the borders of the origional inventory sprite.

Example: The engine created crosshairs if placed in the upper right hand corner will only draw the center pixel, the left, and the bottom pixels of the crosshair, the top, and right part of the cross hair is not drawn. The same happens if you have a custom hotspot designator that would spill outside the inventory item sprite borders.

Well, that's it. I hope I explained it well enough.

Thanks
#31
Quote from: Pumaman on Mon 11/06/2007 20:11:26
QuoteEDIT - ANd has "F2 -> Display Stats" gone the way of "Undo"? Also, now I've noticed we've lost all those handy shortcuts for going directly to game_start, on_event, on_mouse_click, repeatedly_execute, etc... I'll really miss those.

Is the F2 Stats thing useful? I can add it back if you guys think it's worthwhile having.

Well, if there is no longer any hard coded limits (crosses fingers) it really doesn't need to be added back. However, if there are some limits, and you have a large game, it would be nice to see how close you are to those limits.

In addition (not sure how easy this would be) could you add something at the end that gives you your current compiled exe file size, you give out all sorts of other information. And instead of having to use explorer to go through your file system to your compiled folder, you can just check in the stats.

I'm sure a lot of people have their folder open anyway, but some like me, start AGS from a shortcut on the desktop.

In summary, Stats are nice to know if their are still limits on what you can have. The small addition to stats if there are limits is minor and not important, but if it's something easy to add, might as well right?
#32
Advanced Technical Forum / Re: Shift Running
Wed 13/06/2007 07:08:49
As an experiment you could also click Don't automatically move in walk mode and have a custom walk function that stores where he is moving to. Then when shift is pressed it does a stopMoving, changes the walk speed, then continues the move until he reaches his desination.

the thing is there will most likely be a noticable pause when he stops, changes speed, then recalculates the waypoints to his destination.

Like I said an experiment, Cib's solution would probably work better.
#33
General Discussion / Re: Joining the Army
Fri 08/06/2007 19:06:16
Most of you already know my opinions on this..

Anyway Wtcq, that was the most ignorant statement I've heard on these boards in a long time (and that's saying a lot).

Ok Cheif, here's my adivce (10 years active duty, currently a SSG (don't worry, you'll learn what that is) so I know what I'm talking about).

Basic training... remember one thing... It's not personal... granted BCT is a hell of a lot easier than it was when I went through. Group punishment sucks... but just remember, you are doing those pushups and those situps, and those flutter kicks (my personal bane) to get your body in shape so that you can pass the APFT.

Now, as far as MEPS. Don't let the councillers bullshit you. Until you sign that paperwork and give your oath (well legally signing the paperwork) you aren't in. They will push you toward the combat arms jobs that they need to fill. Don't let them push you that way. If you want to be an MP, and your ASVAB score is high enough to qualify for that position, then you push for it. Don't let them sell you anything other than that (Although personally, go signal, but eh, I'm biased).

BCT and AIT is a mind game, they stress you out and present to you what may seem like impossible goals. They do this so that when you complete those goals, you feel yourself getting stronger. And your confidence will rise as well.

Also, the Drills will be hard on you, but you gotta remember they can't sit down and interview each one of you to figure out what training style works. You may be able to follow directions, learn quickly, and excell... Others may have never learned how to brush their teeth or even know how to shave. So they treat everyone as the lowest common denomonator, this ensures that everyone that can make it, will make it.

That's all I have for now PVT Drew, feel free to PM me if you have any questions.
#34
Gah, I completely missed this thread... Had I known I would have schedualed my vacation time from work a bit differently...

I guess there is always next year, considering that will be my last chance to go to a brittens...

I guess no mountain dew for you all again....
#35
I guess I missed something completely

Spoiler
about Decabe becoming the new Prince. (Note: It's been awhile so exact details are lost)

Honestly, I thought it was Defoe that became the new prince (thus the steel welder mask and leather clothing of the new prince). Decabe just fulfilled the last part of the prophacy (The body destroyed in "Stranger", the spirit destroyed in "Skeptic", leaving just the mind for "Sacrifice".

I must have missed a detail somewhere, because I really thought the poor retarded Defoe brother finally got a reward for all his suffering.
[close]
#36
I never liked them to begin with. Axels voice always annoyed the hell out of me, thank god you hardly ever hear about them (or even hear them) anymore.
#37
Step 1: Goto http://www.google.com

Step 2: Type "answer to life the universe and everything" into the search box

Step 3: Click the search button

Step 4: Feel emotions of mild bemusement to absolute delight  ;D
#38
Well as far as how much light is in the hallway, imagine if the drop ceiling continued on the corridor, there is a light (2 squares wide) in ceiling going the width of the hallway. From left to right it would be every third tile for the drop ceiling would be a light. So in the case of the pic itself, so in this picture, if the walls weren't blocking the hallway, there would be about five lights visible. Which comes out to fifteen 36 inch flourecent lights. This is based off the lighting used in the corridors where I work. IE the halls are very well lit. The light lines themselves I checked, and a light can be reached using a line. But in the end while Khris does have a good edit, there is way too many light sources in the hall to justify such a narrow beam. Although as an experiment, I'll use his version, and difuse the light out to my new version and see if that makes it a bit better. I just hope it keeps things under 150 colors.

As far as the corridor width, if each tile is 1.5 feet square, then the corridor is about 9 feet wide, which is about right. Plenty of room for a medical team with a gurney to rush down the hallway and those in the hallway to get out of the way. There are methods to my madness, there really is.

Anyway, long story short, spaceboy that was exactly what I was looking for for the angles. The bed isn't perfectly against the wall (the trim on the bottom keeps the bed from being flush with the actual wall itself). So here she be.



Oh and Andail, if you feel you wouldn't want to live there, then I have done my job, as that's the point. Although to be honest, this isn't unlike many a US military barracks room, with eggshell white walls, drop ceilings, and some trim if you are lucky (usually just some rubber kick strips).

Thanks everyone for your help.
#39
This is more of an experiment than anything but anyway I have this room that I am happy with. However at one point the lights will be turned off while the door is still open. So I tried to do some shadows. For the most part, the shadows themselves are exactly as I want to do them, but I just want to make sure  that I haven't missed an angle or something.

1X:


2X:


Anyway, it's mostly to check if it looks like I got the angles of the light correct, that's my main concern.
#40
Ok... For the characters, I put the character (codename Hippie) at a different angle, which turned out much better... made him look a bit more... spaced out... Lowered his shoulders and head to make it seem he is leaning forward slightly..

Also added some shadows... although to be honest, personal preference is without them... so most likely as it becomes more final I'm just going to forgo the whole shading thing completely. (Check the first post for the update)

As far as the walls go, they are as dark as they should be, the whole background has a dark blue transparancy layer over it to simulate night. I painted it how I wanted it, then used the dark blue to simulate night.

Most well mancured lawns do go directly to the building when there isn't a hedgerow next to the building. The place isn't supposed to look all that friendly, and more landscaping seems to remove the starkness of the building for me. Some may say it's prison like... which means it's conveying exactly what I want it to. However, I have been playing with trying to texture up the lawn some, make it seem less flat.

Also, the title is pretty much set in stone, it gives out exactly what the game is about, without giving away exactly what it all entails, or even why. There is another reason, but I'm not at liberty to say at this time ;)

Also prog, I just tend to get really frustrated, because I'm not trying to half ass these sprites, I'm actually trying my best on them, and when someone that has talent like Andail comes along and makes what I worked hard on look like garbage, well, it makes me wish I hadn't even tried, since they have a better conceptual view of what I want than I do.
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