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Messages - Crimson Wizard

#11961
Quote from: Calin Leafshade on Sat 04/05/2013 17:57:12
I like the idea but AGS script itself does not allow for a truly OOP style
Why?
Aren't there object-oriented character, object etc functions? Functions for custom struct objects?
#11962
The Rumpus Room / Re: What's your "Day Job"
Thu 02/05/2013 13:51:56
Quote from: miguel on Thu 02/05/2013 11:17:08
What happened to the good old jobs. Hard jobs! Man jobs!
They are all in China :(
#11963
Engine Development / Re: Skinning the winsetup
Tue 30/04/2013 21:24:09
Quote from: Joseph DiPerla on Tue 30/04/2013 20:35:14
I think there is a RestartGame function, but I believe it just sets the game to the launch point, but not really restart the engine itself.
The "RestartGame" take the use of the hard-coded save slot number. Also, game may set different restart point ( SetRestartPoint ).
Similar technique could be used in this case, but my point was that it should not be done as a normal save/load, because saving/loading may trigger user-defined events in game which may prevent from keeping game state 100% identical to what it was before.
#11964
Umm...

Resonance?

E: Also, Max Payne 1 & 2 ;)
#11965
Being a ghost definitely has one advantage: you don't have to change clothes. :)
#11966
Lol, slasher, this is second topic solved by yourself :D.
Both times it took you about 15 minutes.

Maybe next time you will try to find answer yourself, let's say, 30 mins more before posting? :)

BTW, the way new strings are created is shown as an example in almost every topic about string function in the manual.
#11967
1. No, you cannot use Label as integer directly, but I guess you could simplify things for yourself by writing two extender functions that would "convert" integer to string and back.
On extender functions: http://www.adventuregamestudio.co.uk/wiki/Extender_functions
Example:
Code: ags

function SetInt(this Label *, int value)
{
   this.Text = String.Format("%d", value);
}

int GetInt(this Label *)
{
   return this.Text.AsInt;
}


Usage:
Code: ags

lblMyLabel.SetInt(10);

int a = lblMyLabel.GetInt();



2. You are using wrong format modifier, %d is for numbers, %s is for text. More information on formatting may be found in manual:
http://www.adventuregamestudio.co.uk/wiki/String_formatting_(manual)
#11968
Quote from: san.daniele on Sun 28/04/2013 20:19:57
p.s. does it make sense to discuss this further in here? As this is apparently only remotely related to the plugin.
Right, sorry. Calin made the issue post here: http://www.adventuregamestudio.co.uk/forums/index.php?issue=405.0
#11969
Hmm, well, at the moment I can tell only that the surface bitmap IS 32-bit. But the drawing algorythm there is a bit complicated...

E: I believe it is related strictly to magic pink (transparent color). I've already saw similar problems when blending translucent buttons over gui with magic pink areas.

EE: I must be mistaken. Although the surface seem to be 32-bit, the alpha channel is definitely lost at some point. More simple way to see this is to assign translucent sprite as Text Window background.
This might be due some drawing operation used.


EEE: Ok, the last guess was right, it simply discarded alpha channel at the point of creating a renderer-compatible bitmap.
Quick-fix won't do, because simply forcing alpha there will make text window borders dissapear :).
Need more careful approach.
#11970
I am yet to check this, but it looks like the bug I was fixing recently, related to alpha blending on gui:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=47666.0
#11971
If you use WFN font format, you may use Radiant's FontEdit made specifically for AGS:
http://crystalshard.net/zip/FONTEDIT.ZIP
#11972
When I was translating Ben Chandler's "Awakener" to russian language, I used separate font for cyrillic letters. Then, the game would change the fonts on start depending on language selected (Ben also kindly redrew couple of sprites with text, and they got replaced in the rooms depending on language too :)).
#11973
I find it strange that timer is disabled just with the "Mouse and keyboard only" option and not with "Keyboard" or "Mouse only". Might be a bug.
#11974
I think you may increase that time by adjusting Game.TextReadingSpeed property.

EDIT: Actually SetSkipSpeech(3):
Quote
3  text does not time-out; player must click mouse or press key each time
Which is "Mouse or keyboard" option for "Allow speech etc.."
#11975
Okay, sorry, I was confused a bit for a moment.

Thing is that ANSI does not cover all possible symbols at once. That is why its representation depends on selected regional setting. Depending on that setting you may see one letters or another. Since symbols are simply numbers (0-255), it does not really matter, what matters is how the AGS will treat them, or more specifically, what font characters will be assigned to these character codes. (Thus you may create a font where all characters are misplaced).

To be able to see those characters when you edit text (or review it) you need to select proper regional code page in the text editor. That will not change the symbol codes themselves, only their representation.
If the font you are using in AGS has those characters on proper places, then you will see same result in AGS game.


Uhh, I hope this makes sense to you, sometimes I fail to find proper words to explain things (not native-english speaker) ;).
#11976
Hmm... or maybe I was mistaken.

EDIT: I think their view may depend on regional setting.
You need to view in Western-European Windows-1252 codepage, for example.
If your OS have other default setting (e.g. Eastern-european) you will see different letters in text editor.
#11977
AFAIK those characters are too from ANSI set. Their codes are below 256.
#11978
I remember there was other way to make racing games in pseudo-3d style; don't know how it is called properly.
The track is stored as polygons in 3d, but in game it is drawn by horizontal lines.
Hopefully what I say make sense, cause I can't figure how to explain this better.

Maybe this: http://en.wikipedia.org/wiki/Scanline_rendering
#11979
Editor and engine executables with a fix, if anyone wants to test:
http://www.mediafire.com/?ta43i8g5lvh4qg4
!WARNING! based on 3.3.0 beta, so don't use it with your only real game copy.
There's an extra choice for Alpha gui rendering style in Global settings.

Quote from: Snarky on Fri 26/04/2013 16:27:46
It looks OK as far as I can tell, but it's hard to evaluate with such a weird example. I'd probably just try to overlay two 50%-transparent white sprites on a black background, as well as maybe a blue and a green sprite.

Spoiler



[close]




//------------------------------------------------------
EDIT:
There's a problem with transparent gui parts, this new blender treats magic pink as an actual color, and the result is blending translucent  control parts with with magenta.


//------------------------------------------------------
EDIT2:
Something that worries me is that when I am putting a button with "shadow" (see early posts in this thread for an example) on the translucent gui background, the shadow part becomes brighter rather than darker.
#11980
Well, 1024 x 1024 x 360 = 377.487.360.
8-bit sprites: ~400 MB
16-bit sprites: 750+ MB
32-bit sprites: 1.5+ GB

This will make it perhaps the most memory consuming AGS game ever...

But I still don't understand, I remember there was an 3d engine plugin by DKH, why could not you use that for instance? Surely rotating camera over texture would be far less hassle.
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