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Messages - Alynn

#281
They needed your IP to assign connection rights, there are many servers that are so locked down they have an allow file that allows only certiain IP addresses to even connect to the machine. Which seems like the case here, they have an allow file for ftp access.

and NP m0ds...
#282
If having a nice bum is all you need to win contests around here, then how come I haven't won anything? I have a first place bum! BTW, if I've learned anything in the UK, it's how to twist even more slang words to my advantage.

Anyway congrats to you all (the preceeding blurb to keep the post somewhat on topic :))
#283
Jason, I know my first post was jumbled (it will be edited after the changes tonight) but it was late at night when I posted it and my thoughts aren't always coherant when I'm awake, so half asleep they are probably worse.

Anyway, the current AGS setup there is one speech font that is used by all characters, what this allows you to do is let each character have their own font. For instance, an easy flowing font for a hipple, and a military style font for a drill sergeant. Using this module they can have a conversation each using their own personallized font.

I hope that is a bit better wording... As I said the origional post will be edited once I implement some of the changes that strazer suggested, and put it online with the module coding conventions.
#284
Yes generally speaking you have to get a higher package (usually called a business package or something similar) to get a static IP. Unless you are running a webserver or something similar there is really no need for a static IP.
#285
I just have to plug this... while they don't have a MAX code for it for a little less double what is mentioned above ($7.77 a month) you get from Powweb:

20000MB (19.5GB) of disk space (split between email and your site itself)
400GB monthly transfer
Unlimited E-mail boxes (user@urlname.com)
Unlimited E-mail forwarding addresses
webmail access
5 MySQL Database
Tons of installable extras (like forums, content managers, blogs, shopping carts, and the like)
FrontPage 98/2000/2002 Extensions , PHP4 & PHP5 w/Zend Optimizer, Perl5, Sendmail 
CGI-BIN, SSI, .htaccess, Cronjobs, Flash, Shockwave, Midi, Multimedia Support
Custom error messages
Built-in OsCommerce Shopping Cart, SSL - Shared Secure Certificate, Accept Paypal Payments
You can even edit your DNS entries
24/7 Live Response Tech Team Support

And a bunch more... They have a multiple redundant setup to get to your pages, 2 or more routers to get to your severs, multiple load sharing servers with your site on it, on with each server running a RAID. Their uptime is pretty much 100%. I had one issue with them and uptime for 2 weeks (was down constantly due to a hardware failure, this was before they went to the multiple router setup) and they credited me 2 months of free hosting for just 2 weeks of downtime.

They also have a community forum where you can ask and answer questions, and where they put announcements for changes and what not. You pay 53.31 (+30 dollar setup fee) for a 3 month plan (don't know why they have the plan but I guess people do use it) which comes out to 17.77 a month (+30), a one year plan 7.77 a month (93.24 per year)and 1 year free domain name, and a 2 year plan 7.77 a month (186.48) with 2 year free domain name.

They run specials all the time, in fact when I joined I got a buy 2 years get 2 years free, so basically I paid 186.48 for 4 years of hosting (I pay again in 2009 for 2 more years).

If you do decide to go this route, when signing up please put yelloweyedstudio.com as your referer :)
#286
Is there any way to have more than 4 interactions?
#287
// Script header for module 'CharacterFonts'
/* 
**Ã,  Author: James Favier (Alynn the Yellow Eyed)
**Ã,  Ã, 
**Ã,  Abstract: Allows a user to set individual fonts to each
**Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  character, and display those fonts while
**Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  talking.
**
**Ã,  AGS 2.71 and higher
**
**
** WARNING:
**Ã,  Ã,  Be sure you assign font numbers that actually exist on
**Ã,  Ã,  your game, it will break otherwise. Currently there is
**Ã,  Ã,  no way to check if the font exists beforehand. If that
**Ã,  Ã,  becomes available later I will incorperate it.
**
**---------------------------------------------------------------
** Functions:
**
**Ã,  Ã, SetCharFont(Character *ch, int font)
**Ã,  Ã,  Ã,  This sets the number of the character (ch) and
**Ã,  Ã,  Ã,  assigns it the font number (font).
**
**Ã,  Ã, GetCharFont(Character *ch)
**Ã,  Ã,  Ã,  Returns the font number currently in use by
**Ã,  Ã,  Ã,  the character (ch).
**
**Ã,  Ã, Say(Character *ch, String text)
**Ã,  Ã,  Ã,  Works like Character.Say, but assigns the correct
**Ã,  Ã,  Ã,  font first.
**
**Ã,  Ã, SayAt(Character *ch, int x, int y, int width, String text)
**Ã,  Ã,  Ã,  Works like Character.SayAt, but assigns the correct
**Ã,  Ã,  Ã,  font first.
**
**Ã,  Ã, SayBackground(Character *ch, String text)
**Ã,  Ã,  Ã,  Works like Character.SayBackground, but assigns the
**Ã,  Ã,  Ã,  correct font first.
**
**------------------------------------------------------------------
**
** Version History:
**Ã,  Ã,  1.0 Released upon an unsuspecting population
**Ã,  Ã,  1.1 Should work with AGS 2.71, maxed out the number of
**Ã,  Ã,  Ã,  Ã,  possible characters, now uses pointers for the characters.
**
**------------------------------------------------------------------


Ok looking over what Strazer said I took most of his ideas into consideration... Ok let's just face it I made all the changes.

Changes from version 1.0 to 1.1 are as follows...

  • Uses Character pointers instead of integers for the characters.
  • Compatable with AGS 2.71
  • Calls are now made by CharFont and not cf

The functionality of dialogs still must be done like below if using 2.72.
Code: ags
function dialog_request (int xvalue) {
Ã,  if (xvalue == 1){
Ã,  Ã,  Game.SpeechFont = CharFont.GetCharFont(cShip);
Ã,  }
Ã,  if (xvalue == 2){
Ã,  Ã,  Game.SpeechFont = CharFont.GetCharFont(cTest);
Ã,  }
}


Or this code using 2.71
Code: ags
function dialog_request (int xvalue) {
Ã,  if (xvalue == 1){
Ã,  Ã,  SetSpeechFont(CharFont.GetCharFont(cShip));
Ã,  }
Ã,  if (xvalue == 2){
Ã,  Ã,  SetSpeechFont(CharFont.GetCharFont(cTest));
Ã,  }
}


Replacing cShip and cTest with your Characters it will work as expected.
NOTE: you will have to have a dialog_request for each character you use.

Finally your dialog should look something like this:
Code: ags
run-script 1
ship: hi!
run-script 2
test: Hello!


I'm sorry I couldn't do it within the modual itself, this makes things a bit more difficult for running dialogs. But nothing too unmanagable.

Verified that Character Fonts 1.1 is compatable with AGS 2.71 .

DOWNLOAD HERE 2.71 and Higher
#288
Um forgive me but, his head is as large as the rest of his body, and you think his arms look unnatural?

They look good from where I'm sitting, then again his arms are behind his back so it's hard to tell how long you have them and what not.
#289
Sorry, after playing around for a bit it's something with SSH's code, it seems that using the [ character at the end of a Title or Credit that has a StarTransition of simple never disappears, but any other kind of start transition it will display that line and the next line.

There also seems to be an issue with scrolling from top.

Sorry I've just been working on this thing for hours now and I was getting frustrated...

Edit:
Ok code snippet
Code: ags

//Credits[0].DefaultTitleStartTransition = eSlideTop;

Credits[0].addTitle("A Game By[");
Credits[0].addCredit("Yellow Eyed Studio");


Note: Doing this from memory, so the eSlide may be wrong. but that's the general idea of the code. The only Credits code above the first line I posted was the default font settings and default color settings.

Leaving the comment in the credits will start displaying "A Game By" in the correct font, howver that font will never leave and the rest of the credits will never run.

If you remove the comment it will work, but not as expected. There is a brief flash of the Title line in the center of the screen, then it will appear in the correct location, the credit text appears as well. Both are then removed correctly.

Any other DefaultStartTransition and it will work as expected. With the text scrolling in from the sides or the bottom. The issues seem to stem about removing the text with there is a [ present at the end of the string, and with top down sliding.

What I am shooting for is this
Ã,  Ã,  A Game By
Yellow Eyed Studio

That appears at the same time, both go away and the next title and credit are displayed. From what I thought putting [ at the end of the title line, and setting both start and end transitions to simple (which is the default so I never actually set them).

Yet another edit...
Suggestion: Is there any way to center the text when using a breakline? IE "Adventure Game Studio[by Chris Jones". Currently it shows text as
Code: ags
Adventure Game Studio
by Chris Jones


What I would like to see is
Code: ags
Adventure Game Studio
Ã,  Ã, by Chris Jones
#290
I'm guessing the number in front is just the line number and you aren't typing that out... so

1st are you sure that line of code is in an interaction of some sort? IE on room load, or looking at the object or using the object? If it's not then it won't work because the engine places all code within interaction blocks, if it's not in an interaction block you will get that error.

Also, all objects script code has an o in front of it, so if you put cp as the script name for the object, then when writing out script name it would be ocp.
#291
It no worky.... and I was hoping for some quality porn...

Disco: Oh AGA, I didn't know you were in here.
AGA: Yes I just got out of the shower.
Disco: Here let me help you dry off
*cues music*
#292
Honestly once you said you just played random notes, then it became clear to me because all it sounds like is someone hitting random keys on a piano.

Now granted, it could work in some sort of paranoia/supernatural type scene to heighten the "I have no idea what's going on" feel, but you can't just place random notes and hope you get a tune.

I've never had any formal music training, however I have and can make good to excellent songs, it takes time, and it takes practice, and it takes a good ear to hear what is wrong with the song, and be willing to change it.

You need to learn what the notes are (not where they are on the scale, but what they represent time wise), that's important, this is how you plan your song and keep the time flowing without it sounding like garbage.
#293
General Discussion / Re: Hotmail
Thu 13/07/2006 12:45:24
m0ds go to options on the top right side of the window... Go to the bottom link click it... On that page is a checkbox, uncheck it... hit save...

Enjoy
#294
Dont mind me, it's the first thing that came to mind but...

Is she doing the riverdance?

The thing I've noticed with my own animations, is that it is easier to start at one extreme and move to the other (IE tween as you go, even though technically you aren't tweening) this actually helps make the animation smoother than trying to make a animation start at one point, and end at another while both the start and stop animations are already finished.
#295
Competitions & Activities / Re: The ASCII game
Tue 11/07/2006 14:49:25
+--------------------------------------------------------+
| Screw you (tm) BrandÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, :::::::::::|
+--------------------------------------------------------+

A useless weapon
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, 
#296
It depends on where you look, but the dark crystal isn't that hard to find.
http://www.cduniverse.com/productinfo.asp?pid=1181192&style=movie&cart=362574838 Both the dark crystal and Labrynth in one
http://www.cduniverse.com/productinfo.asp?pid=1180644&style=movie&cart=362574838&BAB=E Dark Crystal by itself..

Now these are region 1 DVD's so not sure if you can see them.

Here, I found it on Amazon.co.uk
http://www.amazon.co.uk/gp/search/ref=nb_ss_w_h_/026-5843107-0120440?url=search-alias%3Daps&field-keywords=Dark+Crystal that is, if you are in the UK...

I found that Amazon usually has just about anything you could ever want when it comes to movies, even those odd ones that you haven't thought about in years and suddenly remember (For instance V both the series, miniseries, and movie) If you can view region 1 DVD's CD universe is good for tons of stuff too... and are usually cheaper.

On a side note, if you get the chance, watch Mirrormask, it's made by the Jim Henson company (I believe it was produced by his wife), it's different than the dark crystal, but the same sort of strange bordering on disturbing creatures.
#297
Advanced Technical Forum / Re: Graphical Fonts
Tue 11/07/2006 14:34:38
Cool SSH thanks for the help... I think I'll work on the letter sprites first thing once I get my clay :)
#298
Quote from: Sythe on Mon 10/07/2006 23:07:55
When I said ‘caged' I was referring to only being able to edit sections of code. I had a look through the game files and it appears this is just the way the engine is built. If I were to write an adventure game engine I'd basically have my scripting language and its interpreter then build the GUI as a separate program. Its function would be to write the majority of code for you if you chose. That way the user has the option of coding the game fully in the scripting language or using the GUI as a sort of high level drag and drop interface or a combination of both.

I think I understand where you are coming from. The GUI editor is only there to help newphytes get into the actual scripting, as all the true powerful stuff in AGS needs to be done in scripting. CJ has said multiple times that the GUI editor will probably get no love, and I wouldn't be surprised if it wasn't removed completely at some point.

As far as your "caged" comment, I do agree that the cryptic way AGS labels it's methods is a bit frustrating, especially when you type faster than you point and click. Personally I wouldn't mind it split a bit more with objects getting their own global object script, GUI's with their own global GUI script, just to make things a bit more readable, and if someone wanted, could do oObjectName.Look{}, oObjectName.Use{} so on and so forth. However, the way AGS is going I could actually see this in the future, or something similar (moving toward full OO).

Right now you can look at the full global script, and each full game script. However if you were doing so, and wanted to add a look interaction for hotspot 3, you would still have to go through the editor instead of typing out hHotspot3Name.look(){}.

I believe for right now, that it is the way it is because it is fairly intuitive, and allows both novice and expert users to do what they want. I've gotten away from trying to think of any scripting language as a full fledged programming language (especially with MUD scripts), which has made it easier for me to shed some of the coing norms that come with knowing code.
#299
Advanced Technical Forum / Graphical Fonts
Tue 11/07/2006 07:49:39
I know AGS can use SCI style or TTF fonts, but has there ever been a graphics based Font plugin or modual (I searched and didn't find anything).

If not then it would be my suggestion to either allow it to happen (by AGS importing individual graphic letters, or something similar), or suggesting that someone make a modual. I'd do it myself, but I'm still learning the new AGS scripting language (last time I seriously used AGS was 2 years ago when I released the STR trailer)

The reason I ask, is while coming up with ideas for my next game, in order to make the font match the general style of the game, a graphic type font would be better, right now there is no font that I have found that fits with my game.
#300
So to me it sounds like the midi command that lengthens the notes is still on and are never turned off (I really wish I could remember what that was)

You may want to open the midi in an editing program and see if you can find the offending command and delete it. It's what I had to do for my game.
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