PP = 200 means room load has started.
What is your room size and number of backgrounds?
What is your room size and number of backgrounds?
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Show posts MenuQuote from: Ryan Timothy on Sun 23/06/2013 17:55:35Well, I added that as a response to Radiant's request. We discussed this a bit and came to a conclusion that setting offsets from screen border would be enough.
You were speaking of the offsets as actually being offsets, yes? Like whatever AGS currently automatically assigns as the position for the Portrait, the offset just adds to that? Otherwise it isn't an offset, it's strictly an X,Y position.
Quote from: Ryan Timothy on Sun 23/06/2013 17:48:47Uh, can you elaborate?
BUT, there should still be a manual X,Y so that you don't have to adjust via math or anything.
Quote from: Ryan Timothy on Sun 23/06/2013 17:38:35I mean something likeQuote from: Crimson Wizard on Sun 23/06/2013 12:06:25What do you mean by that? (I'm not too knowledgeable with programming terms)
I'll redo that to a property.
boolean Game.EnableSpeechPortraitOffsets;
int Game.SpeechPortraitOffsetX;
int Game.SpeechPortraitOffsetY;
bool SierraSpeechStyle.ManualPortraitPosition;
Joystick *joy2;
export joy2;
import Joystick *joy2;
Quote from: Shane 'ProgZmax' Stevens on Sat 22/06/2013 19:59:15
I'm getting an error when trying to import wiz's agsjoy.dll functions into this version:
expected variable or function after import, not 'Joystick'
for line: import Joystick* joy;
This was compiling just fine previously.
Quote from: slasher on Sat 22/06/2013 09:27:29Making a 'Splash Screen' / 'Credits Screen'
game.speech_portrait_placement = 1; // enable custom offsets
game.speech_portrait_x = 10; // set custom x offset from corresponding screen border (in pixels)
game.speech_portrait_y = 20; // set custom y offset from the screen top border (in pixels)
game.speech_portrait_placement = 0; // disable custom offsets
Quote from: springthoughts on Fri 21/06/2013 14:12:20I would say this about everything else, even my own work, because that is how things are done: first we write something, then we test it. I didn't imply that your work must be put into strict control, or something like that.
And you, Crimson, you said: "...although I'd advise not to stop writing it(...) It should of course be checked and corrected before releasing officially."
Quote from: springthoughts on Fri 21/06/2013 14:12:20Well, perhaps Khris did not invite you to discussion, and did not offered his help right away (and being no telepath I can't tell if he would agree), but that does not mean other people won't do that if you'd suggested to, doesn't it?
I am not against, and I will use some of your words Crimson: "learning more through comments and discussion" or "being corrected" for my mistakes. I look again and again at the words of the first reply of this post and I cannot see the beginning of a discussion or a hand offered to help making something better.
<...>
Obviously you may raise question marks about this idea of inferiority, while to me it is clear that I was not invited to a discussion, meant to improve my attempt of a tutorial, on the basis of my inadequacy to the task.
Quote from: springthoughts on Mon 17/06/2013 05:30:38A good way to show what my opinion's weight is.
The content of my AGS Tutorial was met with disapproval by an authority in the field. Since no second opinion of equal weight was available, I removed the Tutorial from the Internet.
Quote from: Ryan Timothy on Thu 20/06/2013 16:50:19QuoteCharacters are not saved in room, they are global objects.d) the sprites assigned to the characters that are in the new room (as long as they weren't travelling with you, AGS has to load their sprites into memory).
Quote from: Rolando on Thu 20/06/2013 15:23:41
Thank you very much Phemar, it works great. Just one question: what is the '*' before the variable name for?
Quote from: Stupot+ on Thu 20/06/2013 12:28:35Quote from: monkey424 on Thu 20/06/2013 11:00:37Your insults are about as harmful as porridge.
We'll surely avoid scurvy if we all eat an orange.[/b]
Quote from: slasher on Thu 20/06/2013 08:30:21
I can tell you now that when the next room Loads there are no objects or anything of the like but there are 2 characters that begin a speech after Fadein.
The room is 2000 x 480 that may be the problem perhaps?
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