Quote from: Knox on Tue 31/12/2013 17:04:00I do not think it should be called 3.3.1, it is a major change, and 3.3.1 is only for improving and fixing 3.3.0.
Can 3.3.1 have the custom resolution build integrated so there is no longer 2 versions?
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Show posts MenuQuote from: Knox on Tue 31/12/2013 17:04:00I do not think it should be called 3.3.1, it is a major change, and 3.3.1 is only for improving and fixing 3.3.0.
Can 3.3.1 have the custom resolution build integrated so there is no longer 2 versions?
Quote from: monkey_05_06 on Tue 31/12/2013 16:18:29Well, there were some, but I am not sure they may have any relation to Android.
Weren't there recent changes to the audio code?
Quote from: monkey_05_06 on Tue 31/12/2013 15:52:02Recent changes to the 3.3.0 branch may have resolved that though.What changes?
Quote from: Gabarts on Mon 30/12/2013 22:55:02
Fantastic, thanks Khris!
Now have to sort out the problem for the new character, he refutes to walk...
Quote
eWalkableAreas this on my script needs to be eAnywhere.
Quote from: Snarky on Mon 30/12/2013 22:15:31
Nice work, CW!
Can I make a suggestion? Release it! Unless there is a hideous bug (that isn't also present in the last official AGS release... 2.2.1 is it?), take this and put it out as AGS 3.3. Any further improvements can go into 3.3.1. But it's time we had a new official release, and this seems to be ready now.
Do it!
Quote from: Dualnames on Sun 29/12/2013 21:05:41No, it does not; it affects "character.on" variable.
I believe ShowPlayerCharacter affects the transparency of the player
git remote add humble-geminirue https://github.com/humble/ags-geminirue.git
git remote update humble-geminirue
git checkout -b humble-ports humble-geminirue/humble
Quote from: JanetC on Sun 29/12/2013 15:56:19First (and fastest) you can just clone Edwards repository (https://github.com/humble/ags-geminirue.git).
This is really a git question, I suppose, but is it possible to get the repository exactly as Edward left it so I can compile Wadjet Eye's other games for Mac and Linux? I have my own fork of the repository which is not really compatible with anyone elses (for iOS) and I don't want to overwrite or merge it.
Quote from: bicilotti on Sat 28/12/2013 23:29:06There should not be any, those stubs are inside the engine itself.
find . -name *joy* does not find any .o
Quote from: bicilotti on Sat 28/12/2013 22:51:59
I am really itching to play this now that I have AGS installed on my linux machine. But alas, I cannot (because of that pesky .dll). Do I have to wait until my next trip to an internet cafe or is there a way to work around this?
Quote from: SpeechCenter on Sat 28/12/2013 22:26:54Well, this does not mean people will stop using it...
Windows XP will reach end of support on April 2014, well before any expected release of 3.4.0, therefore I do not believe it's a concern any longer
Quote from: SpeechCenter on Sat 28/12/2013 22:26:54We would need to break ties with precompiled allegro libraries to switch from MSVS 2008 completely.
- Ability to compile the entire solution with one instance of Visual Studio Express
Quote from: Construed on Sat 28/12/2013 20:32:51I mean, you can set player.Name to that name, instead of adding new variable (nick).
"nick" is the name chosen at the beginning of the game to log in to the IRC chat.
function SaveGameForCurrentCharacter()
{
String description;
int slot_index = 1;
int character_save_index = -1;
int first_free_slot = -1;
// Search for existing saved games in the game's folder
bool stop_search = false;
while (slot_index < MAX_CHARACTER_SAVES && !stop_search)
{
description = Game.GetSaveSlotDescription(slot_index);
if (description == null && first_free_slot < 0)
{
// remember the first free slot found and continue searching
first_free_slot = slot_index;
}
else if (description != null && description == nick)
{
// found character's save, stop
character_save_index = slot_index;
stop_search = true; // so to break out of the loop early
}
else
slot_index++;
}
if (character_save_index < 0)
{
// no existing save found, write to the new one
if (first_free_slot >= 1)
// if there was a free slot somewhere in the middle, use that
character_save_index = first_free_slot;
else
// use slot_index, it is equal to (last existing index + 1) at this point
character_save_index = slot_index;
}
SaveGameSlot(character_save_index, nick);
}
// max savable characters (NOTE: AGS supports up to 999 free saves + 1 slot for autosave)
#define MAX_CHARACTER_SAVES 50
function SaveGameForCurrentCharacter()
{
String description;
int slot_index = 1;
int character_save_index = -1;
// Search for existing saved games in the game's folder
bool stop_search = false;
while (slot_index < MAX_CHARACTER_SAVES && !stop_search)
{
description = Game.GetSaveSlotDescription(slot_index);
if (description == null)
{
// no more saves found, stop
stop_search = true; // so to break out of the loop early
}
else if (description == nick)
{
// found character's save, stop
character_save_index = slot_index;
stop_search = true; // so to break out of the loop early
}
else
slot_index++;
}
if (character_save_index < 0)
{
// no existing save found, write to the new one
// use slot_index, it is equal to (last existing index + 1) at this point
character_save_index = slot_index;
}
SaveGameSlot(character_save_index, nick);
}
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