Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Atelier

#781
Critics' Lounge / Re: Animation Critique
Thu 30/06/2011 19:34:56
The trousers might look better with some more shading but I reckon it only seems like he's strutting a catwalk because there's no context (no background).
#782
Sw33t!

For voting please visit the MAGS site or make your choice right here:

Oblitus by TheRoger
A Simple Fix by vertigoaddict

Please vote only once and be sure to have played all games before sending your voice! Good luck to all participants.
#783
Code: ags

function code for walk on region.
{
      if(DoOnceOnly(" unique token "))
      {
            cEgo.Say(" Blah Blah Blah ");
            cEgo.Say("More blah blah");
            cEgo.Say("Even more blah blah");
      }
}


Here we go: if there's more than one statement after the if (here you have three), you need brackets around them. If it's just one, you don't need the brackets.

Also, it is just preference but indenting your code like this makes it much simpler for you to read.
#784
Could you post your code please?
#785
Ok thanks. I'll just use a different method. Also just out of interest, is there a list of changes/improvement to be made in AGS 4.0? I know it's a community effort now.
#786
Hi everybody. Vertigo is it still looking tidy for the deadline? And Roger, did you find some time in the end?
#787
Quote from: monkE3y_05_06 on Sat 25/06/2011 17:25:46
The DialogOptionsRenderingInfo's ParserWidth, ParserX, and ParserY options aren't sufficient for you to position and size your text parser?

No that is the benefit ;D I'll do some more fiddling and see what comes up ;)
#788
I tried DialogOptionsRenderingInfo, and although doing it that way would have some benefits it defeated the object.
The benefit is that I can position and size the parser so it goes over my current text box (because it is disabled when the dialogue starts).

But, the dialog options need to be drawn to the screen anyway, and I couldn't work out how to hide them.

It appears I won't be able to do what I want... unless there's something I overlooked.
#789
Hmm, perhaps it should have been phrased as kneecaps?



Alas elephant patella
#790
This is brilliant. It would be even better if you could see a list of all the questions in the db, or to stop that from getting too long, you could select a category and see all the questions in it.
#791
Hi, I began a custom dialog function but there are a few problems.

Here it is so far..

Code: ags

function BeginDialog(Dialog* d)
{
    int i = 1;
   
    d.Start();     //Begins dialog
    gDialog.Visible = false;    //I need the options to not be visible, ie, the options don't appear to the player. gDialog is a custom text window GUI


    //Add all the options in the dialog to my display box:

    while (i <= d.OptionCount)
    {
         if (d.GetOptionState(i) == eOptionOn) Add(String.Format("%d - %s", i, d.GetOptionText(i)), 3);
         i++;
    }

}


So it appears like this




1 When the dialog starts, how can I hide the options that appear automatically, but keep the parser box remaining? Because the options are labelled with their ID, you can choose them by typing 1, 2, 3, etc.

2 I notice there's no "d.ChooseOption(1)" command. How can I get it to simulate clicking on one of the options, except you choose the options through the parser?

I still want to be able to use

Code: ags

@1
...
return

@2
...
stop


this from the dialog editor, but have options chosen through the parser. I can use dialog_request, but does this mean I have to write out all the responses in the globalscript? Thanks!
#792
Quote from: hedgefield on Thu 23/06/2011 19:35:47
You couldn't possibly offend us any more than that wifebeater game did...

Meh I wasn't offended one bit. It actually made me laugh cos it was so darn flippant. Now if I was the victim of marital abuse then I still wouldn't be offended as it's just a game. Games are not reality. Games are games are games.

This is my opinion but, unless you're some celibate pacifist monk who lives in a grotto but has access to video games, it doesn't make sense to be driven to the point of actual offense by a game.

And OP, your explanation is bordering on bizarre. The is the internet not some PEGI committee. Now I start thinking about it, what the fuck is going on?
#793
Critics' Lounge / Re: Logo design for web app
Thu 23/06/2011 16:39:39
Quote from: PE3dE3r JohnsE3n on Wed 22/06/2011 18:10:25
What about now? I am now using a transparent .png so it should be OK now.

Yep :) Tip top :)
#794
Critics' Lounge / Re: Logo design for web app
Wed 22/06/2011 18:09:34
Safari 5, it also appears the same in Firefox.

#795
Critics' Lounge / Re: Logo design for web app
Wed 22/06/2011 17:54:22
That's very good. The blue used on the logo and the blue on the band of your website are different colours so there's a clear box around the logo. Don't know if this is intentional.
#796
Ah ok, that all makes sense now :)

I get an error on the import line

Code: ags

import Quests quest[Max_Quests];


Array size must be a constant value.
I think it has something to do with the way I declare Max_Quests?

Code: ags

#define Max_Quests 4


Edit Ok, put the definition in the ash. Now I really do understand ;) Thanks again Khris.
#797
Hi there I made a quest system, and it works. However, all the code is in a separate script other than the globalscript.
So how can I export the struct and array I made so it is accessible to my global script and rooms?

Here's the array and struct..

Code: ags

//--------------- QuestScript.ash

struct Quests {
    String name;
    int progress;
    String description;
    int steps;
};


//------------ QuestScript.asc

Quests quest[Max_Quests];


//define stuff in game start

quest[1].name = "First Quest";
quest[2].steps = 4;                      //etc



So I can do something like this in room_OnCall:

Code: ags

if (quest[1].progress == 1) //do stuff


Apart from that, I'm not altogether sure how export and import really work. It appears I can put my struct in the .ash or .asc and it doesn't really matter. Thanks.
#798
Quote from: Stee on Sat 11/06/2011 23:05:38
I like the idea of x years ago today. Rather than an underdog of the month, how about quick pick of the month for shorter titles that generally don't get the privilege of pick of the month?

Wouldn't an on this day feature change the PotM to a PotD? Moreover there are only 1275 games in the database which leaves countless days unanswered for.
#799
Quote from: Wyz on Mon 20/06/2011 13:52:36
I have never tested it but maybe you get the desired result when you flip the screen. I know AGS has functions for that, so try it out I'd say. :D

Neat idea! What I want to do involves flipping everything upside down and right to left anyway, and this automatically inverts mouse cursor too. Thanks for the help Khris and Wyz!
#800
Would it be possible to invert the direction of your cursor in an AGS game?
For example, you move the mouse right but it goes left, you move the mouse up but it goes down, like the option to invert controls on a joystick.
SMF spam blocked by CleanTalk