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Messages - Crimson Wizard

#11521
Quote from: Scarab on Fri 19/07/2013 10:03:26
Code: ags

object[ID].SetPosition(x ,y); // or any other object function


It uses the object of that ID number in whatever room you're currently in, no matter what script it's put in.
Right... just make sure this function never called from different room.
Just saying :)
#11522
By "main game file" you mean game project?
You can import existing rooms freely (*.crm files). Or is there a reason you cannot use that?
#11523
Well, I would use same general method, actually: set the room "config" in global script and update room state at room load.

However, I suggest use an array(s) instead of separate variables. Since you already have locations enumerated, you can use their enum constants as array indices:

Code: ags

function UnlockMapSpot(MapSpots ms)
{
   MapSpotsUnlocked[ms] = true;
}


Go in this direction, and this would greatly simplify things.
#11524
Quote from: AGD2 on Thu 18/07/2013 18:42:17
Incidentally, is this the type of thing that could be prevented if AGS made a backup of the sprindex.dat file when you compile? If so, any plans to do that?
Actually that's a good idea. Furthermore, I think that restoring spritecache should be done by the editor, not manually by user.
Might have sense to try this at some point.
#11525
First of all, sprindex.dat is only generated if you enable "Compress the sprite file" option in General Settings. Something I frankly forgot about.
I fiddled with those files a bit and found this solution.

Way to reproduce a problem:
* Create a project (use any template with ready sprites).
* Set "Compress the sprite file" to true.
* Build EXE and close the Editor.
* Delete sprindex.dat.
* Open project again. You will notice that all sprites are wrong (mine were all black). This will stay no matter how you will rebuild the project or restore backups of acsprset.spr.

Solution
* COPY backup_acsprset.spr to some other safe place. This is very important because the one in the project folder will be overwritten after next steps.
* Open bad project.
* Go to General Settings and set "Compress the sprite file" to false.
* Save project and close the Editor.
* Delete acsprset.spr AND new backup_acsprset.spr in the project folder.
* Copy original backup_acsprset.spr into project folder as acsprset.spr.
* Open the project. It should be OK now, because it took the original uncompressed sprite cache.
* You may now turn "Compress sprites" on again.
* Continue working...


EDIT: Corrected solution: you MUST copy backup_acsprset.spr to the safe place before changing "Compression" setting.
#11526
Perhaps it is possible to use lipsync for this task? That will allow you to bind certain letters in the text to view frames. It won't be technically random, but at least may seem so to the player.
http://www.adventuregamestudio.co.uk/wiki/Other_features_(manual)#Lip_sync
#11527
Quote from: monkey_05_06 on Wed 17/07/2013 21:00:08There's dozens of techniques you can use to circumnavigate the globe while the drill to dig straight through to China is being built.
I already know what Calin's answer will be 
Spoiler
use Lua
[close]
:=
#11528
Quote from: selmiak on Tue 16/07/2013 18:33:00
@Scavenger: I should stop reading your technical questions or I know how death wore endless feathers plays before even playing it... :P
Yeah, that could be frightening to know what @#$% are all famous games inside.

Err... nevermind, nevermind, j/k  (laugh)
#11529
Like monkey_05_06 said, and -
Quote from: Adeel S. Ahmed on Tue 16/07/2013 14:27:53
Will you please put this suggestion forward to all the persons who are involved in the distribution?
<...>
But that will surely not be the official release. Everyone cares about the official release. Who cares about the unofficial releases, no matter how good they are?
Adeel, you seem to misunderstand the current situation around creation of AGS and "official" distribution.
I do not hold the owning rights of that, nor anyone in particular do. I just do what I see is right and beneficial for AGS and present it for peoples test and approval. Not everything I did or suggested was approved in the past. You may do the same, if you like.
My versions or distributions do not become "official" just because it is me. They may yet become official if people agree they are good enough for it.
By saying that anyone can do their distribution I meant that anyone may suggest their own alternative that, if liked by most people around, will substitute what I did.
I give more weight to some of the opinions around here, mainly to those who were making games or been around for a long time and probably know more about game creators needs (that is my personal choice which seems reasonable to me), but in the end every people's opinion count.

Also, important thing is, I cannot do everything and keep eye on everything, nor I want to, frankly, nor, I guess, I have a right to, nor I think is reasonable for me to. That's why I am getting worried when people start to ask my opinion on everything.
#11530
Quote from: Adeel S. Ahmed on Tue 16/07/2013 09:39:58
I were asking for your permission due to the fact that it would be suitable only, to ask the other AGSers if you have decided to include the modules alongside the installer.
But that's not only for me to decide. I do not take over the creation of AGS or distribution process; if community made a decision, how I can do otherwise?
Also, nothing prevents anyone to package their own distribution.
#11531
Quote from: Billbis on Tue 16/07/2013 09:04:37
Quote from: Crimson WizardAdeel, I am sorry, but where did you get the idea that a) you need a permission for this, b) I have a right to give such permissions???
Because you rock, sir.  :)
Regardless of this statement correctness, how that is even related to giving permission to make posts on the forum?
#11532
I am sorry, this may be crazy, but from what you said I've got an idea that you are putting C++ syntax into AGSScript? Is it true, or I am just not fully awaken yet?

Anyway, can you show the contents of "__Plugin100.ash" please?
#11533
Quote from: Adeel S. Ahmed on Mon 15/07/2013 19:14:36
How about this: A separate folder for all the recommended modules (you may ask everyone about this by creating a new thread or I can - if you permit me).
Adeel, I am sorry, but where did you get the idea that a) you need a permission for this, b) I have a right to give such permissions???
#11534
The Rumpus Room / Re: Vintage software
Mon 15/07/2013 21:53:18
Quote from: selmiak on Mon 15/07/2013 21:21:13
did you seriously skin win7 to a win98 theme?
I do that too :). Easier for the eyes.
#11535
So, is this a game inside a game or a separate game? I got little confused. :)
#11536
Ok, I pmed you with link to exported files.
#11537
Quote from: Adeel S. Ahmed on Mon 15/07/2013 17:28:02
No, that is not what I meant. I am saying that since keyboard movement module is included in the installer.
Is it? Heh, I never noticed. ;)
I wonder, maybe AGS site can host a "good modules package" or something like that.

Quote from: Ryan Timothy on Mon 15/07/2013 17:40:25
Quote from: Crimson Wizard on Mon 08/07/2013 20:25:34
Room Hotspots   50   256   restriction imposed by palette of a 8-bit mask
Room Regions   16   256   restriction imposed by palette of a 8-bit mask
Room Walkable Areas   15   255*   *walkable area 0 is technically not a walkable area
Room Walk-Behinds   16   255*   *walk-behind 0 is technically not a walk-behind
I'm confused by this. Regions and Hotspots, both have 0 as the "erase" index. Unless you simply just didn't write that for those 2.
Yes, well... this is not related to eraser tool.
Hotspot 0 and Region 0 are still fully functional things. You can even attach tinting(oops actually you can't) and event handlers to them. While Walkable Area 0 and Walk-behind 0 do nothing at all.
You know.... I don't remember what I was thinking. Nevermind :P. Probably I should say they are all limited to 255 functional areas.
#11538
Quote from: Adeel S. Ahmed on Mon 15/07/2013 17:02:12
I understand, sorry for this suggestion
Why sorry? it is a reasonable suggestion, it is just that it won't be easy to implement.

Quote from: Adeel S. Ahmed on Mon 15/07/2013 17:02:12
However,  I would really appreciate if Tween Module is also included alongside with keyboard movement module.
If you mean default template, I am not sure if that would be wise. Default template was meant just to mimic Sierra interface.
But you can create your own templates which include the modules you like, and carry them over from one AGS version to another.
#11539
Quote from: adm244 on Mon 15/07/2013 15:29:26
Crimson Wizard, AGS threw an unhandled error when I pasted text from clipboard. I'm not sure why it's happened, I restarted an AGS and pasted the same text without problem.
Screen: http://imageshack.us/a/img822/7012/c4tb.png

Erm, you know you can use Copy/Paste to copy error text to the forum, right?

On my work, we sometimes get screenshots of errors put into MS Word documents... but I still haven't get used to this. :)

E: On other hand, the text editor on that screenshot, was it looking like that before you pasted or it became like that after?
#11540
Quote from: Adeel S. Ahmed on Mon 15/07/2013 15:10:15
Please Crimson and pretty please: Change the way, objects are accessed in the dialogs script. I don't want to use arrays (I don't know much about them!). Make it like the way you described in the Beginner's Forum. :)
I mentioned there are technical reasons too, did I? This is not an individual issue with room object, there's a global problem of how script work which makes this difficult to change.
When script is loaded and prepared it needs to get addresses of all objects that are mentioned in there. If it is room objects, we would need to preliminary load a room, and since we do not know which room it is, we may need to load all rooms and register all objects in there.
Leaving aside a fact that this will greatly increase game loading time, this also requires to fully change the system of how room objects are kept in memory.
Other way would be to permit null-referenced script symbols, that are substituted by actual references when room is loaded. Which also requires massively changing how script work.
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