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Show posts MenuQuote from: Alan v.Drake on Thu 09/05/2013 18:28:54This was possible without any "system", because save contents are defined solely by the version of the engine that saved em.
Once (and if) we have a proper savegame serialization system that should be a non issue. If each serialized item has its own version number encoded, during the deserialization we'll just need a "switch(version) { case...}" that performs the necessary conversions to update to the current version.
Quote from: Alan v.Drake on Thu 09/05/2013 18:28:54What is AGS 4??? Why even mention this? I am speaking about problem that exists now and need to be solved soon.
In the end, though, I think we'll end up with two different branches anyway, one to run the legacy engine and one for AGS 4.0+
Quote from: fischkopf on Wed 08/05/2013 22:38:48I doubt it is possible to detect when savegame menu is on, because for the engine all menus are the same (unless the game uses default built-in AGS functionality, which is not very common in latest games).
Could you add to the port, a virtual screen keyboard that pops up, if i open save game menus?
Quote from: fischkopf on Wed 08/05/2013 22:38:48Again, that depends on the game. If the game does not test for empty string and tries to save game even with empty name, then engine will be able to hack in and change that name, but if the game is scripted in such a way that it checks for empty string and does not let to save if string is empty, then not much may be done...
If you don't type anything name the savegames save[$]
Quote from: Frodo on Wed 08/05/2013 17:19:58Man in long coat in commercial game? Gemini Rue
I'm sure the main guy had blonde hair, with a long black coat.
Quote from: Frodo on Wed 08/05/2013 16:33:33The McCarthy Chronicles?
The game was quite dark in tone, and reminded me a lot of Gabriel Knight. It wasn't a Gabriel Knight fan game - the characters and story were unique. But it was obviously inspired by it.
Quote from: Phemar on Tue 07/05/2013 08:31:26
Is there anyway to call a function from a module that's below?
Quote from: VVK on Mon 06/05/2013 19:47:39Hah. True
Incidentally, the numbers in the image above create an interesting illusion that they're moving sideways when you scroll the screen up and down.
function castspell(int spellname); // I guess spellname is integer?
Quote from: Nanuaraq on Mon 06/05/2013 21:57:54You define function's return type by that. Return-type may be int, float, String, pointer to AGS types, like Character* for instance. That will let you return value of corresponding type from function.
So a function can be defined as an integer?
Character *GetSomeCharacter()
{
return character[0];
}
Quote from: Nanuaraq on Mon 06/05/2013 21:57:54No, and this makes no sense actually. Not sure what you call "integer" here - a type or variable - but neither can "return" anything.
Or rather, an integer may return a value created by a function?
function room_AfterFadeIn()
{
DynamicSprite *spr = DynamicSprite.CreateFromExistingSprite(1, true);
spr.Rotate(45);
Overlay *o = Overlay.CreateGraphical(10, 10, spr.Graphic, true);
Wait(100);
}
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