The splash screen looks really nice
Would it be possible to update the icons of the AGS Editor (taskbar icon and etc.) to match the cup in the splash screen?

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Show posts MenuQuote from: Anshinin on Wed 17/02/2016 00:09:27
I had already done that, the only thing I did was place "selectedAttackButton = control;" into the function for my button. I didn't copy the whole function over since the name is different anyway.
selectedAttackButton = control.AsButton;
Quote from: Monsieur OUXX on Tue 17/11/2015 15:43:12
side note: I tried again my 3.4.0.6 and the brief blinking that used to happen every second when the cursor was not moving (which you don't experience), did not happen today. So maybe there's a second (more rare) issue, but eh, who cares? The annoying one is gone!
if(condition)
DoSomething1(); // This will happen if condition1 is true
else if(condition2)
DoSomething2(); // This will happen if condition2 is true
DoSomething3(); // This will happen either way
if(condition)
{
DoSomething1(); // This will happen if condition1 is true
}
else if(condition2)
{
DoSomething2(); // This will happen if condition2 is true
DoSomething3(); // This will happen if condition2 is true
}
DoSomething4(); // This will happen either way
Quote from: cat on Mon 17/08/2015 16:33:50
The user adds a new resource.
Scenario 1: It is stored in a subfolder of the game folder -> it is stored as .\sounds\bang.ogg
Scenario 2: It is stored somewhere else -> it is stored as C:\Users\cat\Pictures\logo.bmp
Quote from: Crimson WizardShould I still look into this? Or is it better to drop it for now?
Another thing, would it be possible to run an automatic fixup for all the existing references when project being opened and apply the relative path rule? This will help when importing existing projects with new Editor.
Quote from: selmiak on Tue 18/08/2015 00:03:10
I like RickJ's choose your owndestinypath system, set it in generalsettings somewhere and use your relative or absolute path for this project and set it different for another project. Everything fine, just define the default setting... (btw, I like relative paths)
I don't understand what ChamberOfFear's suggestion offers besides making it more complicated. I don't quite understand it already so this must be really complicated...
Quote from: Crimson Wizard on Mon 17/08/2015 19:36:59In retrospect that makes a lot of sense
What I thought RickJ is proposing is a kind of global PATH setting which directs to folders containing resources, where the sprites should be searched for. His last comment kinda suggests this.
But I would wait for him to clarify this himself.
Quote from: Crimson Wizard on Mon 17/08/2015 19:36:59I think this is the best solution proposed so far however, it's simple and elegant, and has little or zero chance to break previous games. But a couple of details needs to be hammered out.
So, what I may suggest, is to have a list of only relative paths (either global, or project-specific). If the file was taken from any of those directories (and their subdirectories), then the relative path is stored. Otherwise - absolute path is stored.
The default value for this PATH setting would be ".\", i.e. "project directory".
if relative_path == valid
use relative path
else if absolute_path == valid
use absolute path
else
could not verify path
SpritePath=PATH=absolute_path;relative_path;
AudioPath=PATH=absolute_path;relative_path;
FontPath=PATH=absolute_path;relative_path;
SpritePath=PATH=C:\MyGame\Assets\Sprites\sprite001.png;Assets\Sprites\sprite001.png;
SpritePath=PATH=C:\Assets\Sprites\sprite001.png;..\Assets\Sprites\sprite001.png;
SpritePath=PATH=D:\Assets\Sprites\sprite001.png;D:\Assets\Sprites\sprite001.png;
Quote from: Crimson Wizard on Mon 17/08/2015 16:09:34
E: erm, or we all are confused? maybe we should restate what we have decided again?
Quote from: cat on Mon 17/08/2015 10:59:58
Would it be possible to detect if the path is a sub-path of the main game folder and in this case keep it relative? In any other case it could be absolute.
Files and folders outside the project | Absolute paths |
Files and folders inside the project | Relative paths |
Files and folders outside the project | Relative paths |
Files and folders inside the project | Relative paths |
Quote from: Monsieur OUXX on Wed 12/08/2015 12:50:18If you check the option for sound and sprites the Source Control integration will add the files Crimson Wizard mentioned on check-ins. That's what the feature does, it adds "acsprset.spr" and "sprindex.dat".
About the sprites: I'm not sure how what you're saying relates to the "put sound and sprite files in source control" option.
Quote from: Monsieur OUXX on Wed 12/08/2015 12:50:18
I'm going to try. However I can't find any tutorial explaining how to hook up any non-MS repository (non-SourceSafe, non-TFS) to MSSCCI. I'd like to start off with a local, lightweight SVN or git server. If anyone has a lead...
private void GetSourceControlProviderDLL()
{
RegistryKey key = Registry.LocalMachine.OpenSubKey(@"SOFTWARE\SourceCodeControlProvider");
if (key != null)
{
string providerPath = (string)key.GetValue("ProviderRegKey");
key.Close();
if (providerPath != null)
{
key = Registry.LocalMachine.OpenSubKey(providerPath);
if (key != null)
{
_providerName = (string)key.GetValue("SCCServerName");
_providerDLL = (string)key.GetValue("SCCServerPath");
key.Close();
}
}
}
}
Quote from: Joseph DiPerla on Mon 10/08/2015 22:18:33I feel like this should be be answered once and for all since it keeps popping up in this discussion.
Wasn't/Isn't Visual C# a proprietary piece of software that runs only at a proprietary Operating system?
Quote from: Joseph DiPerla on Mon 10/08/2015 22:18:33Joe, just like CW and Alberth I do not wish to discourage you from this project, but if you're serious about making the editor compatible with multiple platforms I believe you are better of teaching yourself C# and devote your workload into making the already existing code-base Mono-compatible. If you're familiar with C, C++, Java or any programming language with similar syntax it should take only a couple of weeks to get familiar with the language(at least that was my experience). Starting over with a completely new project is a huge project, and your conclusion that B4X is a better option appears to be based on false assumptions on what C# can and cannot do. Based off your own arguments for B4X, C# does everything equal or better.
I am honestly a little baffled as to why this is not understood or as to why Visual C# is a better alternative to this
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