Hmm, I believed I saw how it removes preceding spaces. Sorry.
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Show posts MenuQuote from: monkey_05_06 on Mon 15/07/2013 07:54:18You haven't thought that Magic probably did indentation, but that was ignored because he did not put the code in [ code ] tags?
Code indentation isn't just some "thing" that people do because they're weird either.
Quote from: monkey_05_06 on Sun 14/07/2013 23:19:37
I'm not aware of many existing editor plugins, but if there are any other features missing from the editor plugin API, I will definitely look into adding them.
Quote from: monkey_05_06 on Fri 12/07/2013 08:44:37I looked into the engine code; also now tested in game. It prints "%d of %d". Although, is this a bug or mistake in the manual?
Edit: CW, maybe I read the manual wrong, but I swear it said it prints "Score: x of y" (CONFIRMED). If the actual behavior is anything different then it's a bug. Probably not a huge concern in practice, but it should be corrected.
Quote from: Adeel S. Ahmed on Sun 14/07/2013 22:00:38I guess he refered to the attempt made.Quote from: Khris on Sun 14/07/2013 20:13:50
Threads like this is why newbies shouldn't write tutorials btw. Sorry.
The person whom you may be referring to newbie hasn't even started writing tutorials. He plans to gain some more experience before starting.
Quote from: Adeel S. Ahmed on Sun 14/07/2013 19:22:39I am not using social networks... at all. And never did, really. Just not that kind of guy, I guess
Crimson, how come you don't have facebook account?
Quote from: Adeel S. Ahmed on Sun 14/07/2013 19:22:39Okay, this is terribly off-topic, but since you asked:
EDIT: Why can't we just use the script name of objects in the dialog scripts? Can't this be changed in the future versions?
Quote from: Ali on Fri 12/07/2013 15:31:49
Any chance of seeing a full-size version of the screenshot?
Quote from: Ali on Fri 12/07/2013 15:31:49
Sorry to harp on, but would the technique you're working on allow (hypothetically) for scaling down a larger screen size like 1280x or 1920x?
Quote
An error occurred whilst trying to load your game. The error was:
Cannot access a disposed object.
Object name: 'TreeView'.
If you cannot resolve the error, please post on the AGS Technical Forum for assistance.
Error details: System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'TreeView'.
at System.Windows.Forms.Control.CreateHandle()
at System.Windows.Forms.TreeView.CreateHandle()
at System.Windows.Forms.Control.get_Handle()
at System.Windows.Forms.TreeNode.get_State()
at System.Windows.Forms.TreeNode.get_IsExpanded()
at System.Windows.Forms.TreeNode.Remove(Boolean notify)
at System.Windows.Forms.TreeNode.Clear()
at System.Windows.Forms.TreeNodeCollection.Clear()
at AGS.Editor.ProjectTree.RemoveAllChildNodes(IEditorComponent plugin, String parentID) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\GUI\ProjectTree.cs:line 146
at AGS.Editor.Components.BaseComponentWithFolders`2.RePopulateTreeView() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Components\BaseComponentWithFolders.cs:line 455
at AGS.Editor.Components.AudioComponent.RefreshDataFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Components\AudioComponent.cs:line 358
at AGS.Editor.ComponentController.NotifyDataRefreshNeeded() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\ComponentController.cs:line 131
at AGS.Editor.ApplicationController._events_RefreshAllComponentsFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\ApplicationController.cs:line 63
at AGS.Editor.EditorEvents.OnRefreshAllComponentsFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\EditorEvents.cs:line 82
at AGS.Editor.AGSEditor.RefreshEditorAfterGameLoad(Game newGame) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\AGSEditor.cs:line 677
at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Tasks.cs:line 135
at AGS.Editor.InteractiveTasks.LoadGameFromDisk(String gameToLoad) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\InteractiveTasks.cs:line 55
Quote from: monkey_05_06 on Thu 11/07/2013 21:16:57This isn't so a restriction of Editor, it's a restriction of AGS.Native mainly. A lot of things are done there, and some of the room data is stored only in the native code (room masks being an example). There's only one global room object (named "thisroom"). If you want this multi-room feature work, you should make an array of rooms in the native code instead; and if you want several rooms being viewed at the same time, you will have to rewrite calls to all the functions that get immediate data from the native code.
It seems to me that this also directly ties into the whole concept of only being able to have one room open for editing at a time. I don't see a purpose behind this restriction (in the pre-3.0 editor it had some validity as there were no tabs, and the general layout of the older editor supported this general structuring). I really feel that we should try and revamp this particular part of the editor so that multiple rooms can be loaded for editing at once, the editor script can modify rooms without having to "open them for editing", etc. I will be looking into this matter further.
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