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Messages - ChamberOfFear

#61
The error message says that you are missing parenthesis so that narrows it down quite a bit. You're trying to call the function "Start()" without parenthesis, all functions must have this.

Code: ags

function CarbonsOffice_OnClick(GUIControl *control, MouseButton button)
{
  dCarbonOffice.Start(); // See the difference here
}
#62
Quote from: cat on Wed 29/04/2015 19:31:59
When I opened my project, there was a message box stating that there was obviously some kind of note-plugin in the inofficial test version I was using before. This seemed to be useful as I usually keep my notes in a todo.asc file in the project. Will this be included in a future version or can I get this separately?

(Completely OT: ChamberOfFear, is this Blacksad in your avatar?)

Edit: One more thing: Setting the User.ico does not seem to work anymore, but Setup.ico seems to work, even if not for all display modes (or maybe my windows has just display issues)
Can't answer if it will ever become included by default but you can grab it here http://www.adventuregamestudio.co.uk/forums/index.php?topic=51191.0

Quote from: cat on Wed 29/04/2015 19:31:59
(Completely OT: ChamberOfFear, is this Blacksad in your avatar?)
Yep.
#63
Quote from: Crimson Wizard on Mon 27/04/2015 22:41:46
Editor
Improvements
* "Close all other tabs" command for the pane's context menu.

Tiny correction; the "Close all others tabs" command already existed before this release, it is the "Close All" command that has been implemented. What happened with the "Close all others" is that the confirmation dialog was removed.
#64
I don't quite understand why or how you get errors about steam warnings. When I try to run Heroine's Quest through Wine in Ubuntu using the Desura download the game starts like it should.

Do you still have problems with a fresh download of the game? It should be this one.

EDIT:
Unless you meant you wanted to run it without wine which is a possibility I missed. Again, I was able to make this work just fine by downloading Heroine's Quest from Desura. Followed the steps for ags debian, and onitake/agsteamstub. And it runs just fine when I go to the game folder by terminal and type "ags".
#65
Well the one and only default theme, which I so far have just referred to as the Vanilla theme, comes from the code itself(Windows Forms), not xml-files. The custom themes works independently from that, so I don't think it should be a problem. In fact, the way you describe it makes %AppData% the perfect location to store these files if the implementation turns out as I have intended it.
#66
I retract my previous statement. After reading the documentation on how Game.GetColorFromRGB works, the function retrieves colors from the Color Finder, not the Palette. A quick check shows that the number 31 is indeed supposed to be blue, with RBG values of (0,0,248).

What I think we have here is a bug, go to the Color finder tool, start with all slider values at 0, and experiment a little. When I gradually slide the Red slider from 0 to 255 it gradually shows me shades of Red, same thing with green. However when I try the same thing with Blue it gives colors of all the rainbow.

EDIT:
It's not a bug, I noticed now when I modify the slider of blue that a message pops up saying that for shades of blue the green slider needs to be set to 4 because of locked color numbers.
I just tested this, it should work:
Code: ags

void game_start()
{
  //COLOR_BLUE = Game.GetColorFromRGB(0, 0, 255);
  COLOR_BLUE = Game.GetColorFromRGB(0, 4, 255);
}/code]
#67
I'm not sure why, as I don't know how the underlying code of that function. But take a look at what I did here
Code: ags

//EasyPErspective.asc
void game_start()
{
  //COLOR_BLUE = Game.GetColorFromRGB(0, 0, 255); 
  COLOR_BLUE = 32;
}


A quick value check shows that the original Game.GetColorFromRGB(0, 0, 255); gets value 31 instead of 32 which is what I believe you want. In your game project's palette, 31 is white and 32 is blue
#68
Quote from: Crimson Wizard on Thu 16/04/2015 09:54:57
Perhaps find a new location in %AppData%?
That works, thank you.

Quote from: Crimson Wizard on Thu 16/04/2015 09:54:57
Are there any files that AGS saves to AppData already?
On my computer I found a file named Layout.xml. I think it contains savedata on the docking layout of the editor.

Quote from: Crimson Wizard on Thu 16/04/2015 09:54:57
I'd say we could changing it and make test runs. I think it should be tested on WinXP to see if it still works. Additionally, we could do tests on Wine and whichever thing Mac users use to run Windows apps (Wineskin?); I heard number of users run AGS on Linux & Mac.
I don't really have access to WinXP or Mac, and is somewhat inexperienced in Linux, so I may not be that helpful in testing if it works. However it would be great if this upgrade got realized as .NET 3.5 has more convenient tools than .NET 2.0.
#69
This is very simple indeed.
Code: ags
gLight.Visible = !gLight.Visible;


Setting a boolean variable to itself with a '!' in front will give the effect of flipping a switch. Since !booleanVariable means the opposite of whatever value that boolean currently holds.
#70
Quote from: Crimson Wizard on Sat 24/01/2015 23:50:37
1) Reading theme from file (XML?); alternatively support plugin interface for custom theme class.

How should I go about handling this? I imagine that having a default location on disk dedicated for said xml files would be convenient. Say there is a folder "Color Themes" in the AGS installation directory which contains xml files, each file is a theme that can be loaded into Preferences, and then be chosen by the user. Where on the disk would it be conventional to put these files?

Also, if I'm going to solve this with xml it would be convenient to have access to LINQ or lambda expressions which is currently not supported since the editor uses .NET 2.0. (Actually that would be convenient just in general.) I noticed there was a discussion some time ago about upgrading to .NET 3.5 but the discussion didn't seem to reach a conclusion http://www.adventuregamestudio.co.uk/forums/index.php?topic=50995.0
Could we do the upgrade?

Quote from: jwalts37 on Tue 07/04/2015 20:16:28
I finally figured out how to "refresh" it real time.
This sounds interesting, do you have the code online somewhere for reading?
#71
I was able to implement every suggestion made by Radiant except the following:






TypeProperty
GUI
FormZ-Order
Room
ObjectImage

I'm unable to figure out why, in case of GUI > Form > Z-Order it might be because Z-Order is not a property belonging to the class GUI. I tried setting Z-Order anyways, however when I do that Z-Order overrides every other GUI component's DefaultProperty. There is also a class NormalGUI that inherits from GUI and actually has Z-Order as a Property, so I tried setting DefaultProperty there, but the same problem occurs.

For Room > Object > Image I have no clue at all to why it doesn't work, it just doesn't seem to trigger and keeps the same DefaultPropertyValue as Room > Nothing.

These are minor losses however so maybe we could live without them? If anyone wants to try and figure it out the code is here https://github.com/adventuregamestudio/ags/pull/228
#72
Quote from: jwalts37 on Tue 07/04/2015 20:16:28
I actually did the same thing recently, except I had added an option to change themes from the preferences menu.
Note sure what you mean, this option exists, at least in the later versions. Don't remember if had this option in the older ones.

Quote from: jwalts37 on Tue 07/04/2015 20:34:04
Also, the 3.3.3 version doesnt seem to be working.
Please check that you changed the theme in preferences. I fairly certain the v3.3.3 should be working as that is the one I'm using myself.
#74
Quote from: Crimson Wizard on Sat 24/01/2015 23:50:37
This really bugs me, whether is it alright to have these schemes hardcoded? And not just color numbers, there are even subclassed controls for particular theme (like DraconianComboBox).
My thinking / reasoning was that the editor should provide two default themes, a light and a dark one. However in retrospect the default light theme is probably enough, especially since it's built into the Windows Forms.

Quote from: Crimson Wizard on Sat 24/01/2015 23:50:37
Even more, some of the GUI classes now have a behavior selection in them, depending on chosen theme. For example, here's an excrept from "SpriteSelector" class:
No this is not OK. It shouldn't be like this if it can be avoided. I have to admit this is the result of getting increasingly frustrated of not making some aspects of the implementation work as I wanted it to. I don't remember specifics but the conclusion is that it should be redone so that there are no if-sentences in the implementation. Also the entire function "LoadColorTheme()" that I call in various GUI code-behinds should probably be split up and moved in the GUI Designer code file instead. Makes more sense from an implementation perspective.

Quote from: Crimson Wizard on Sat 24/01/2015 23:50:37
I understand this is just an experiment to bring the theme switching to AGS, but there's really no pressure for getting the feature ASAP; perhaps this all could be worked out more before merging into the main branch?

I do not do Editor design, but I would ask to consider those two ideas:
1) Reading theme from file (XML?); alternatively support plugin interface for custom theme class.
2) Hiding theme specific behavior under generalized interfaces.

Is this possible?
All of this sounds feasible I think, although it's a lot bigger task than I originally intended, so it will probably be a while before I find the time to take a look at it.
#75
Quick thought, if the .NET gets support for Linux and OS X, it appears that it will require .NET 5.0. I saw a thread in here somewhere where upgrading the choice of .NET compiler was being discussed, and the conclusion was that upgrade would be to maximum 3.5 to not lose support for Windows XP. .NET will require a minimum of Windows Vista SP2 for Windows users. That may be a problem.

On the other hand, gaining support of Linux and OS X is probably worth the cost of Windows XP.
#76
AGS Engine & Editor Releases / Re: AGS 3.3.3
Tue 20/01/2015 16:51:57
Quote from: Crimson Wizard on Thu 15/01/2015 23:43:53
I experience a bizzare bug in 3.3.3 Editor: whenever I end the line with a whitespace character (space, tab), and save, the script scrolls up or down to seemingly random location.
Did anyone else encountered this?

Ahh, yep. Except that it's not random, for me it moves upwards 8 lines every time. It also breaks the function drop down list by setting it to the default size specified by the properties in the form.
Interestingly enough I'm unable to reproduce either of these in AGS v3.4 Alpha 3.
#77
Only put code in repeatedly_execute that you literally want to repeatedly execute. What good reason could you possibly have for constantly turning off a hotspot?

To answer your question, the simplest solution to me seem to just deny the player to pick up once the quota has been met or exceeded. So we could perhaps abort the Pebbles_Interact function before adding to inventory? Based off monkey's code earlier..

Code: ags

function Pebbles_Interact()
{
  int quantity = player.InventoryQuantity[iPebbles.ID];
  if (quantity >= 3)
    return; // Abort function if pebbles quota has been met or exceeded.

  player.Walk(500, 330, eBlock); // '1' is not a valid value for BlockingStyle, either use eNoBlock or eBlock
  player.AddInventory(iPebbles);
}
#78
Full list:





































TypeProperty
GUI
FormBackgroundImage
ButtonText
InventoryCharacterID
LabelText
ListBoxFont
SliderValue
TextBoxFont
WindowEdgeImage
TextWindowPadding
Audio
ClipDefaultVolume
FolderDefaultVolume
TypeVolumeReductionWhileSpeechPlaying
Room
NothingImage
ObjectImage
HotspotDescription
WalkableAreaAreaSpecificView
WalkBehindBaseline
RegionLightLevel
Misc
General SettingsGame Name
ColoursColours
SpriteResolution
Text parserWord
Lip syncType
Inventory itemsImage
DialogName
ViewsName
CharacterName
CursorImage
FontName
ScriptName
#79
Site & Forum Reports / Re: Bug reports
Tue 06/01/2015 11:06:57
Happens in Chrome, but not in Firefox here.

#80
Quote from: monkey_05_06 on Wed 31/12/2014 16:53:29
I didn't change the way the keyboard is toggled. Unless your device doesn't have a menu button then it should be working. If you don't have physical hardware buttons, well that's something else we need to address, though off the top of my head, I'm not sure what the best approach would be here.

As stated by the Android developer they're phasing out physical hardware buttons since Android v3.0, and the conventional replacement would be the action bar http://developer.android.com/guide/topics/ui/menus.html
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