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Messages - Alynn

#261
That my dear sir, is no java technique I've ever learned. In fact since java and AGS script both have the same syntaxual father they aren't that much different. Main ones being the coding conventions (such as setGameSpeed in Java and SetGameSpeed in AGS).

You seem to have random indentions everywhere, and in other places not a single indentation to even HINT at the structure of your code. As a programmer you tend to start using indentations so that the brackets can largely be ignored, IE nobody has to count brackets to see how deep they are into the code if it's already indented to show them how deep they are.
#262
That could be something as simple as a flag for that game turned on (IsBeingEdited == 1) {/*don't allow*/} and upon close or unload set that flag to 0...

this would allow multiple AGS's open with different games, but not allow you to open games that are already being edited...

Of course I say simple because I'm not the one that has to code it :P
#263
Code: ags
character[EGO].Walk(60, 130, eBlock);
if(Fez == 0) {
  RunDialog(0);
}
else if (Fez == 1){
  RunDialog(5);
}
else {
  RunDialog(7);
}


In this case there is no reason to use nested if's, using else ifs work much better.
However your issue seems to be with your brackets, it looks to me as if you have your code blocks wrong.
#264
Ok now it werkies for me... After commenting out all of your debug label code you left in :P

Now that that is setup, could you perhaps add functionality that only removes a Credit if another Credits is up, and only gets rid of titles if a new title is to be loaded...

What I'm looking for is the title text to be static, while the credits for that particular title scroll from the left pause briefly under the title and then scroll right, the title only scrolling off after the last  credit for that title has passed.

For an example haveing both the credits and the titles slide from the left, and slide out to the right.

Credits[0].setTitle("In association with:");
Credits[0].setCredit("Skytower Games");
Credits[0].setCredit("twIg");

In association with: and Skytowergames would slide in together, Skytower Games would slide out twIg will slide in, and then both Title and Credit will slide out at the same time...

I know I know it's probably easier said than done, but I've looked over your code, and the complete lack of any kind of comments makes it cryptic to decipher :P. Since Obviously I couldn't see what the origional problem was with static creds and all that...

Anyway if you can't add that it's not a huge deal, but thanks for your work getting the rest up and running.
#265
Critics' Lounge / Re: Fishman walkcycle.
Wed 26/07/2006 15:00:20
Awww it's a puppy! :D
#266
Believe me I understand, I'd still like to see perfect click detection for buttons and GUI's with transparent parts of the background, and more AA support for text on GUI's, and AA for dynamic sprites...

But I was lazy and this occured to me so I posted it :P
#267
Bah SSH, I wanted to make Chris work, he spent all that time in Brittens not doing anything but goofing around. So it's work time!
#268
Would it be possible to add mouseover functionality to GUI controls (or even the GUI's themselves).

The reason I ask is I had an idea for multiple GUI's in a tabbed form partially off the screen, I would like for the GUI to move positions once a tab is moused over, however since there is no OnMouseover functionality for controls I have to have them set for click.

If nobody else thinks it's a good idea, then it's no big deal, but it seems to me that it would be useful in multiple ways for multiple people.

Thanks.
#269
Oh wow, why didn't I frickin think of that...

Too early in the morning for code I guess... For some reason I was thinking that you couldn't set it as an int it had to be of the same enum type...

I think that might be a Java thing, which is why I was thinking that way... who knows...

Thanks SSH I feel like a total moron.
#270
Ok what I'm trying to do is when certain GUI's are up the cursor will change to the pointer. This I can get done with no problem, the issue lies with the cursor turning back into the last cursor used before the GUI was displayed.

The first thing I tried was to create my own Mouse variable, that would just store the Mouse.mode of the current mode and then give it back once the gui's are closed. This of course throws an error.

Code: ags
Mouse *lastMouse;
function repeatedly_execute_always(){
  if ((gOptions.Visible) || (gSavelist.Visible)){
    if (Mouse.Mode != eModePointer){
      lastMouse.Mode = Mouse.Mode;
      Mouse.Mode = eModePointer;
    }
  }
  else {
    if (Mouse.Mode == eModePointer){
      Mouse.Mode = lastMouse.Mode;
    }
  }
}


Cannot declare pointer to a non managed type. Ok fine.

I know about UseModeGraphic and UseDefaultGraphic, however, since the cursor mode doesn't change and I can't seem to find a way for the game to know that I'm not using the default graphic, and I want to be sure it goes back to the correct graphic for it's current mode, but only if the options and save gui are not active.

I've searched the manual, but I didn't see anything on what the enum name is to try to store the last mode as a Mouse enum value, which is what I tried to do next. I even tried to use mouse instead of Mouse, but that didn't work either.

So am I missing something? Is it not possible to store the current mouse mode in order to restore it later?

Sorry if this seems simple, but I've been messing with it for 20 minutes, it's 6 in the morning, and I haven't had any coffee yet.
#271
General Discussion / Re: Bad Jokes
Tue 25/07/2006 14:28:06
How does Hitler tie his shoesies?

In little Knotzies

Where did Napolean keep his armies?

In his sleevies

#272
InvWindow is your actual Inventory Window for your game. I believe that InvWindow defaults to the built in inventory window. If you have a self made inventory GUI you have to point to your inventory window.

So my first question before I can answer, do you have a custom made inventory window, or are you using the system inventory window?
#273
Critics' Lounge / Re: Need help with team logo
Fri 21/07/2006 12:00:38
Basically get rid of the background just use a plain black or white, or some other contrasting straight color, no real need for gradients or anything of that nature. Secondly, you text needs to be bigger, and contrast with the background as to stand out.

You want your mascott to be a sword, so now you only have 2 elements, A sword, and the text.

A brief note on the sword, there is something to be said for mascotts that convey the meaning of the text without the text with it. Such as BGS suggested. This mascot becomes a mini logo all on it's own. Which can be easily used at smaller sizes when the text cannot be recognizable.

You need to think of what you want to bring more attention to, and in your case I would say the Dogma Day Games section, since it conveys your company more than the sword does.

A simple approach is something like
Dogma Day
--|=====>
  Games


Dogma Day above the sword, and Games below. Now you could start getting fancy and make the D and the G part of the sword pummel, working the sword into the text working two design elements into one.

Now all that being said I'll use mine as an example. Note: I am not saying that I am the master at logos, but I do know how design elements work through my own observations and looking over other peoples, including professional, work. YMMV:


Ok, Simple black background, contrasting easily seen foreground. The portion that I wanted to bring the most attention to was the Yellow Eyed, and the actual picture of the yellow eye. So I have the eye itself very large and taking up most of the screen, it is also centered. The text at the top is curved, which also draws the eye to it. I left the bottom part straight as it was less important than the first two elements, and could afford to be looked over.

Finally the text shading (as if the eye was illuminating the text) was nothing more than a detail I added, it wasn't needed, but I thought it looked better shaded than it did solid.

Now once people see this logo a few times, they will begin to associate that large yellow eye with the name Yellow Eyed Studio, so if later they see a small 100X100 logo of a yellow eye, their mind will recall Yellow Eyed Studio.

So anyway YMMV, but I suggest you consider it :)
#274
Try SayBackground, it doesn't block at all although you lose some of the SayAt functionality.

It would be possible to have an invisible character (no sprite)with the same speech color and using SayBackground, although I don't think you can specify the width.

Another thought is a GUI with a text box (transparent background) that displays what you want to say.
#275
Ok changed it to 25X25 and imported at 640X480 reso

http://www.yelloweyedstudio.com/projects/AGS/xenoflan/images/newWalk.png

Not so big as to be intrusive, but large enough I think, is this good?
#276
Ok my game is 640X480 and I've been working on cursors for the game, I did the pointer first and it looked good at 15px by 15px and imported at 640X480. However when I did my walk cursor it seemed too small. So I tried importing both at native resolution and not at 640X480. But now the pointer cursor seemed too big, and neither looked as well polished as the smaller versions.

Well I have screenshots of the four, and I'd like to get an opinion. The cursor in question is directly in the middle of the pupil.

Don't worry about the little ship thing below it, it was just a test sprite I was using for the player character.

Posting links to keep this thread from having 4 big ass pics in it.

Pointer imported at 640X480
Walk imported at 640X480

Pointer imported at native resolution
Walk imported at native resolution

So is the walk cursor imported at 640X480 too small? or is it fine? Do you have your own cursor sizes that you use for your games (at this resolution).

Any help would be appreciated.
#277
Critics' Lounge / Re: Fishman walkcycle.
Wed 19/07/2006 13:27:47
At first I thought it was done well, even with the slightly overturning head... then I noticed his tail isn't on the ground at all...

My initial impression was he way using his upperbody movement to pull this heavy thing attached to his lower half a bit off the ground to make it a bit easier to move with his legs.

Since his tail isn't on the ground, that type of head and shoulder pull would have that tail whipping about much more than it does now. So I would say either put the tail on the ground, make the tail whip around more, or lower the severity of the shoulder pull and head movement.
#278
Bah Strazer beat me to it... but let me just say it again because I don't want to waste the time I spent typing this post....

Code: ags
struct Attributes {
 Ã, int health;
 Ã, int mana;
 Ã, int fatigue;
}[b];[/b]


And yes, you can't use character for the reasons Strazer mentioned :)

EDIT and hyde replied by the time I got this off... I'm slow today :/
#279
As I've said, never had a bad time with how many companies do you know that give you 2 months free for only 2 weeks of uptime issues. And I haven't had another uptime issue since.

I'm speaking from experience, I wouldn't plug something that was horribly bad. I've never had bad service from them. They have tons of extras (as I mentioned, and some that I haven't).
#280
Ok... 1.1 is up... I've verified that it works with 2.71. And I also realized I forgot to put the download link on the first post... Origional post fixed and the finalized copy of the scm is on my website for download.

Maybe I should have bumped this, but I was wondering if anyone has tried it out?
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