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Messages - Chrille

#261
I'm trying to make a function that looks for a value in an array, but I'm uncertain of how returning values work.

Here's what the function looks like, roughly:

Code: ags
function searchArray (int whichvalue) {
  int search = 0;

  while (search > -1) {
    search ++;
    if (array[search]==whichvalue) {
      ? return true; ?
    }
    if (search == 100) { // 100=array size
      ? return false; ?
    }
  }
}


Here's how I'd like to use it:
Code: ags
if (searchArray(1)==true) Display ("bla bla bla");


But as I said, I'm uncertain of how a certain value is returned. I'd just like to return a true/false value depending on if the wanted value is found in the array or not.
#262
That was indeed the problem. Thanks!
#263
This problem concerns two GUI's. One contains an inventory window and a label, the other is used as a transparent background for all GUIs, changing its shape depending on what GUI pops up. When the inventory GUI is up there is a button on transparency GUI that also appears.

Here's my problem. When the inventory GUI loads, the transparency GUI sets its width & height and x & y positions relative to the size & position of the inventory window. This works fine. However, the button, meant to be right behind the inventory window, appears both too far to the right and below the window's coordinates. The button's x & y values are set to the inv. windows x & values so it should be exact.

While I could just adjust this manually it is a bit annoying and I can't figure out why this is. Is the pivot of buttons not in the top-left corner like other gui objects or is this a bug?



I've been playing around with AGS for a while now. It's been a few several years since I tried it and I must say it's fantastic how much it has improved. Well done, Chris!
#264
AGS Games in Production / Re: Puzzle Bots
Thu 12/11/2009 22:13:44
Looking good! Up until now I had the impression it would be something simpler with just puzzles but it's nice to see it's pretty much like Nanobots.

I'll most likely get it. I guess I should play the other games on WadjetEye first. I screwed up the original download codes and havn't managed to get updated copies.
#265
This project sounds just fantastic. It's going to be very interesting to see the progress. Good luck!
#266
Have fun you guys. Unluckily for me it turns out I actually could have gone, but by the time I found out the flights were way too expensive.
#267
Two maybes. One being the Where The Action Is-festival in Stockholm to see The Pixies and Nick Cave (even though the best seeds are long gone) and the second being Benicassim in Spain. Especially to see Magazine & Gang of Four.
#268
Quote from: Grim Reaper on Sun 24/05/2009 04:28:03
I was wondering if anyone noticed hidden references to some other horror games in Downfall?... Doesn't Black Widow Film Studio ring any bells? The guard house, and how you enter it? The locker? The Waxworks? They all come from quite old games that many of the younger players might have never played... But I'm sure someone did. They used to be the favourite games of my childhood, and they scared the hell out of me....

Hah, I did think of Horrorsoft's Waxworks when I played the game but I always do when I hear the word. I didn't realise it was a reference. Waxworks and Elvira 1 are among my favourite horror games.

I think I'll get the game when the next update is out!
#269
I tried the game and it seems promising. However, I think the demo broke somewhere along the way:

Spoiler

When I fled the killer and entered the locker I stood in there for a while just waiting for something to happen. When I left I was sent underground walking around between 'Joe' and two corpses laying in their coffins. I then got two options but nothing happened when I clicked them.

I talked to GarageGothich who also tried the demo and he was sent to a completley different room upon entering the locker.
[close]
#270
I said I probably couldn't go but I'm not so certain about that anymore. I'm possibly going to New York for a week and then to New Orleans for a few days but I might be able to time it so I can finish the stay with you guys. But I won't know for a few weeks at least.
#271
I'm almost certain I won't be able to make it on those dates. I'm away that week. Would've been fun to be in America for the 4th of July!

I want to see New York and New Orleans though and might go on a two week tour around that time. Maybe I'll get a chance to meet some of you then?
#272
Awesome!

The only thing I still really like about the game still is the atmosphere I somehow managed to create. I originally wanted to make something like Sierras Manhunter games. I love the feeling of isolation. How you really get no help from dialog and instead must carefully look through crime scenes and follow the killer's trail to advance the story (what I didn't like so much were the crummy puzzles and the action!).

Anyways, I obviously failed my original vision. The excitement of making an adventure game for the first time caused me to instead think up new things as I went along, merging them into the game instead of saving ideas for later. I filled the game with meaningless dialog when my original intention was to have none. Hah! So the finished product is an over-the-top action thriller with a rather gruesome atomsphere to it!

Mark, personally I'd like to see something that takes the over-the-top feel of the game and Jake McUrk's hollow stone-faced character exaggerating it even more! This would be more appealing to fans of the game I guess and it would turn out really fun!
If I were to make the movie I'd disregard the original story completley and probably make a silent noir movie full of slow chase scenes through dark corridors. But that would have nothing to do with Pleurghburg, the game!

No matter how this turns out I'm real happy you're doing this Mark and I demand to be updated on the progress of this project!
#273
Quote from: Pumaman on Sun 28/12/2008 21:48:21
Is Willy's still there?

There are Willies everywhere over here. But would there be swittolympics?
#274
The mustache must be returned. It is surely the finest in the history of mustache. Charlie would never be able to pull of a cunning plan such as this, http://www.youtube.com/watch?v=M3nB8NmDYxc ,  without it.
#275
Excellent! I recognize some of the strange sounds that woke me up at Mittens. Obviously it was worth it!
#276
Completed Game Announcements / Re: Nanobots
Wed 27/08/2008 14:19:47
I love those robots. A great, charming game although sometimes it was unclear what I was supposed to do next. Impressive coding too! A great job by all involved.
#277
Quote from: Goldmund on Wed 27/08/2008 01:32:37
...I love it how Mark is the most laid-back, relaxed of all Mitteneers, second in drinking only to Chrille...

I shake my fist at that reMark! I didn't drink that much. I hope.
#278
Haha, that's fantastic, Mark. Real impressive how you managed to put that all together so fast. The ending was just brilliant.
Spoiler
Awesome work on the explosion.
[close]

So fun to see almost everyone in there. CJ's part as Quentin Jones was great and a surprise as I didn't know he was in it. Hell, there were many people I was surprised to see.
#279
I love the game, Fransisco. It's my favourite of the series. It's well worth replaying too because of the audio commentary.
#280
I got back last night and found I'd gotten the virus that many people had to endure during the Mittens. I feel better already though.

Great to see all the old faces again and finally getting to meet the americans, canadians and the dutch people I hadn't met before.
I only regret not getting to say farewell to Marco, Fransisco, Blazej & Dominika.

http://www.americangirlscouts.org/chrille_Mittens2008/

I'm going to miss you guys!
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