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Messages - Crimson Wizard

#11621
Quote from: Ryan Timothy on Thu 04/07/2013 00:07:09
Properties is one method (although currently it's still read-only, but Crimson is doing a fantastic job at tweaking the engine).
Yeah...(heh) to the point when it stops working. (wtf)

Anyway, the thing is that it might be much faster both for user and for program to iterate between two indexes, rather then fill the custom array every time.
And what if the range is varied?
With indexes you can do
Code: ags

function DoActionWithObjects(int first, int last)
{
}

While without them you'll have to manually fill the custom array, checking some property maybe, and don't forget to change that property if you need to save the object from being included to that list.
Code: ags

         ---(pseudo-code)---
int obj;
while (obj < Room.ObjectCount)
{
   if (object[obj].GetProperty("blah") == 1)
      AddObjectToArray(obj);
   obj++;
}

DoActionWithObjectArray();


Yes, that's safer, and more formal, but that would be real pain to program to suit your particular needs. Besides it is slower than it could be. The latter may or may not be an issue, though I think I am getting paranoid over execution speed lately (seeing as a piece of code may slow down game execution by several percents if moved to separate function).


The real solution here, IMHO, would require to change the scripting paradigm. Scripter would need to seek the root of why he needs a range of indices in this particular case, and radically change the implementation. If the range of objects is constant, the special list could be precreated beforehand at the game start, or even at design time by creating a "filter" folder and filling it with visual "references". If the list is changing over time, it could be implemented as a linked list for faster insertion/removal.
#11622
The Rumpus Room / Re: *Guess the Movie Title*
Wed 03/07/2013 23:00:10
Quote from: Sunny Penguin on Wed 03/07/2013 22:33:04
Incompetence of the dead?

Once upon a morgue?

Rather "Incompetence in a morge".
(that's a hint)
#11623
The Rumpus Room / Re: *Guess the Movie Title*
Wed 03/07/2013 21:54:28
No.
#11624
This is something serious :(.
Can you send me your game project so that I could look under debugger?
#11625
Quote from: cat on Wed 03/07/2013 19:51:43
Quote from: Crimson Wizard on Wed 03/07/2013 18:10:18
Do any of you have a crash dump maybe?

Where do I find it? Or do you mean the text of the messagebox?
If there was one created is should be either in compiled game folder, or, if you ran the game from editor, in the game folder (near Game.agf).
File is called something like "CrashInfo***.dmp".

E: I will also need to know precise version of the engine. Either check in agsgame.log (created in same folder) or Ctrl+V in game.
#11626
Do any of you have a crash dump maybe?
#11627
Quote from: Monsieur OUXX on Wed 03/07/2013 00:05:35
correct me if I'm wrong but this module creates one overlay per particle, therefore there is an upper limit of 20 particles or so? (because of AGS built-in limitations)
Too hard to resist ^_^
https://github.com/adventuregamestudio/ags/commit/b12d3aedd6bd388cd8c540987751087098925b46

Spoiler

sadly that version is still pre-alpha and has several weird bugs
[close]
#11628
Quote from: cat on Wed 03/07/2013 14:05:14
Is this going to be reenabled? Without object inspection this feature was not as useful as it could be, but useful nonetheless.
If not, it might be a good idea to disable it in the editor, too.
Of course this is going to be reenabled! This seem to be an old hack made when the engine was ported to mobile platforms.
#11629
Quote from: cat on Tue 02/07/2013 19:59:42
Edit: Now the game/engine crashed when debugging, but no error message.

Aaaargh! Don't know how I missed this, but the breakpoint system is disabled on the engine side. And the Editor does not expect this turn of events and continues to wait for response endlessly. That's why it gets "frozen" as soon as you set a break point in script.
#11630
Ryan, in fact there's still 2.72 Tutorial linked on the Wiki page.
Go to: Wiki Main Page -> AGS manual online -> Tutorial.
e.g. http://www.adventuregamestudio.co.uk/wiki/Tutorial_Part_1_-_Creating_the_game
As you may see it shows 2.72 screenshots.
#11631
Quote from: scab on Tue 02/07/2013 21:19:10
Ok, thank but in a dialog I did :
set-globalint 0 1
I can't use a name, I need to use a number... How I know what is the number of the variable?
Dialogs allow to use any script command, but they require you put 1 extra space before them.
Therefore you may set variables same way there, just with 1 space indent:
Code: ags

dialog speech
 map = 1;
more dialog speech
#11632
Site & Forum Reports / Re: Client stats
Tue 02/07/2013 21:06:16
Is there any way to know if error reports are successfuly getting to the server? If yes, is it possible to get that data?
Cat sent crash report recently.
#11633
SetGlobalInt and GetGlobalInt are old functions, and they are not related to "Global Variables" you create in the editor. You may completely forget about them.

You should use your global variables same way as you use any other variables in script, that is:

Code: ags

map = 1;

if (map == 0)

etc


What you did: you were calling Get/SetGlobalInt function, sending your "map" and "picolo" variable's VALUE as a parameter.
#11634
:)

Yes, monkey_05_06 has a php link in his avatar, it gets a random animated Gif from his website.
Not sure how generally harmful his website is, but it makes my Google Chrome freeze for several seconds once in a while.
#11635
Quote from: cat on Tue 02/07/2013 19:59:42
I just got a crash with AGS Editor .NET (Build 3.3.0.1132) ** BETA VERSION ** (that's Beta 4 I think). I sent an error report, does this actually work? Who gets them?
I think only AGA can tell where they go...
Regarding crash, can you tell any details? There was a bug in BETA 4 related to text messages (Display command) that could cause crash; I know for sure that it happened with DisplayTopBar.
#11636
Can you show your script - how you set variable value and how do you check their new values?
Also, what types are your variables, and what is their initial values?
#11637
Quote from: Ali on Sat 29/06/2013 18:10:17
Here's hoping CW finds a way to make it work!

Hehe, that was my mistake, my card had just a few cents less on it than neccesary :)
Backed!
#11638
Quote from: monkey_05_06 on Tue 02/07/2013 05:19:17
Quote from: Crimson Wizard on Sun 30/06/2013 12:30:31
No, AGS does not support this.

Well hell, that's a bit closed-minded. AGS doesn't have anything built-in,

Isn't this what "doesn't support" stand for? ;)

(Also, do you mean "everything"?)
#11639
Quote from: monkey_05_06 on Tue 02/07/2013 05:06:33
eNoKey doesn't follow the naming convention of every other member of the same enumerated class.
Yes, that's true... but it was a deliberate choice.
When I first made eKeyNone I paid attention that it appears in the middle of the autocomplete list; also its compliance with other key enums make it not stand out at it should be, being a special value. IMHO.

Quote from: monkey_05_06 on Tue 02/07/2013 05:06:33
I was going to say that the SkipSpeech enum wasn't needed, but I was thinking of the CutsceneSkipType enum, which doesn't exactly match the skip styles offered by/to speech. Might it be worthwhile to normalize these skip styles and then provide a common enum "SkipType" or "SkipStyle"?
Might be, but I don't know how to do this. Some of them options are not fit for other style: e.g. "skip by time" is non-sensical for Cutscenes, while "skip by escape" may be implemented as "skip by key" + special skip key for Speech.

Quote from: monkey_05_06 on Tue 02/07/2013 05:06:33
Ultimately the goal was, is, and should be to finish what CJ started in OO-izing the language This is the reason why I insist that anything new should follow the new style. If you disagree,
Of course I don't disagree. It's just what I said: I can't (=do not want) to do this without proper plan. That's why I was intending to limit these changes to minimum. This addition I made with portraits - it went slightly off my plans, I made it just because I was asked and it seemed a pretty easy thing to do.
(Meanwhile you can make your new script convention, I promise to try not break anything else in there ;))

#11640
There are numerous ways to do this, one of them is using GUI, but you may as well make a whole Room for menu. Be creative :).
For example, you can make a main menu as a room and options as signs on road, doors in house, people, animals, etc, etc, etc.
The choice usually depends on overall game design and atmosphere.
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