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Show posts MenuQuote from: Crimson WizardAlso fixed inventory items with alpha channel not being drawn properly.Hourra!
int i = 0;
while (i < Game.CharacterCount) {
if (character[i].FollowCharacter(cJack) == true) {
player.ChangeRoom(1, 200, 2000);
i++;
}
}
Quote from: HandsFreeDoes AGS see the character's y-coordinate as the lowest non-transparent part of the sprite? Should all sprites in a walk cycle be cropped to have the feet touch the base ?Short answers: No, Yes.
Quote from: Crimson Wizardis the /* */ comment style not useful enough?Hey, I did not known that! Thanks for this magical tip, Mr Crimson Wizard!
Quote from: Calin LeafshadeI will add it to my list of things to add.That will be nice. But when you now the /* */, a button / keyboard shortcut is less necessary.
Quote from: geork@Billbis: Unfortunatley I was just looking that up, apparently it ignores all interfaces, which includes the buttons on them.Oups, now I feel stupid.
Quote from: SaveGameSlotThe SaveGameDialog function uses slots numbered from 1 to 20, so if you don't want to interfere with the player's saves, I would recommend saving to slot numbers of 100 and above.
Quote from: DeleteSaveSlotNOTE: if you specify one of the standard slots (1-50), then AGS will rearrange the other save games to make sure there is a sequence of slots from 1 upwards. Therefore, you will need to refresh any save game lists you have after calling this function.How many SaveGameSlot categories there is ? 1 - 20, 21 - 50, 51 - 100 and 101 - infinite? What are there respective properties? Seems very unclear to me.
Quote from: Denzil Quixode on Sun 30/12/2012 19:15:55
One idea that I had early on but never quite got around to sorting out is compile-time scripts.
function DefaultInvInteraction(InventoryItem* item)
{
player.Say(item.GetTextProperty("DefaultSentence"));
}
function hGreyBin_UseInv()
{
DefaultInvInteraction(player.ActiveInventory);
}
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