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Messages - Crimson Wizard

#12061
Go to your game folder and delete "Compiled" subfolder.
Then open your project in the editor and choose Build -> Build EXE. Now there's a new "Compiled" folder with only files you need to distribute. Rename "Compiled" to something else (like your game's title).
Pack this folder and upload the archive somewhere on web.
Post link in the Completed Games Announcement, or Games In Production forum :).

#12062
You may create Dynamic Sprites from file:
http://www.adventuregamestudio.co.uk/wiki/DynamicSprite_functions_and_properties#DynamicSprite.CreateFromFile

You may also load any binary data from common file:
http://www.adventuregamestudio.co.uk/wiki/File_functions_and_properties

I am not sure, is this is exactly what you've asked for? For instance, you won't be able to load Characters or game settings this way automatically, but with certain amount of work you can manually re-initialize e.g. characters using data read this way, changing some of their properties, and applying new sprites to them.
#12063
You can't make a function that takes certain item as parameter; functions take a variable of certain type (like InventoryItem*).
But in the case of "use inventory" event handlers - they don't take any parameters at all. You should have this created automatically by AGS:
Code: ags

function cTV_UseInv()


Inside the function you may then check, what is the active player's item:
Code: ags

function cTV_UseInv()
{
  if (player.ActiveInventory == iRemote)
  {
     // do something here
  }
}




Although this is not directly related, but if we discuss function parameters further, as I mentioned, they can't be declared as being equal to certain value (like iRemote), because that will defeat the purpose of parameter itself. Instead, they are variables, which means they may be of any value of given type.
For example:
Code: ags

function PrintItemName(InventoryItem *some_item)
{
   Display("This item's name is: %s", some_item.Name);
}

This function will take a pointer to some inventory item, which may really be ANY item, in theory, and print its name.
You may then use this function with any item you want, like:
Code: ags

PrintItemName(iRemote);

PrintItemName(iKey);

PrintItemName(iSomeOtherItem);

#12064
Quote from: tzachs on Sun 14/04/2013 20:54:45
When the editor gets an event from the OS that a file was changed, it doesn't know if it is changed externally or from within the application.
So it does the distinction by marking each script with the last time that it started an internal save, and then when it gets the event it checks if two seconds have elapsed from the last save time.
Why not mark the end of writing?
#12065
The Rumpus Room / Re: What's your "Day Job"
Sun 14/04/2013 20:22:35
Software developer.
#12066
Quote from: Joseph DiPerla on Sat 13/04/2013 22:22:04
Another BUG: Whenever I edit a script file and then save the game or run it, the editor tells me that the script was modified by an outside editor. When I click ok to reload, it crashes the Editor.
Is there any error message? If there is, please post the contents.
#12067
Editor Development / Re: Google Summer of Code
Sat 13/04/2013 16:51:39
It looks like organization application time is over, organizations had to apply in March according to their timeline.

Anyway, to be completely honest, we lack what is called "organization" ourselves yet. We don't have de jure finalized coding convention (for the engine), no actual roadmap for new features.
#12068
Engine Development / Re: AGS engine PSP port
Sat 13/04/2013 12:25:25
JJS, can you please make a test PSP build of "develop" branch? It features simplified Bitmap class without inheritance and virtual functions (that was redundant, and removing them allowed me to make many getters inline).
Not sure if that is the only reason, but with that sound stutters less (or not at all), which I noticed on Windows playing "Gemini Rue" and "Metal Dead" games.
Just curious if that affects PSP in any way.
#12069
Engine Development / Re: AGS engine PSP port
Sat 13/04/2013 09:43:12
Weird  ???

E: I would really need to set up psp emulator to see how my changes affect profiling...
#12070
Quote from: Tabata on Fri 12/04/2013 23:27:22
Quote from: janleht on Fri 12/04/2013 22:47:56
ot: How can I make "hide box" in these forums? (not a riddle)
what CaptainD said
... or write your message, mark the part you want to hide and click the button named "Sp" (= spoiler) placed above the message window

Also, the tag is "hide".

Like:

< hide > something </ hide > (without spaces)
#12071
+ Facebook integration  :=
#12072
Quote from: cat on Fri 12/04/2013 20:14:09
Quote from: Ponch on Fri 12/04/2013 18:47:57
Der Wienerschnitzel
Not bad for being drawn at a place that doesn't even have the slightest understanding of German grammar :P
Eurgh. There's a cafe or restaraunt not far from my home, decorated in "medieval" style. It is called "Aiwengo".
#12073
Editor Development / Re: Building AGS Native
Fri 12/04/2013 19:47:30
What version of MSVS do you have?

If you open alfont_md_d.lib (e.g. in notepad), you may find this line:
Quote/include:__forceCRTManifestCUR /manifestdependency:"type='win32' name='Microsoft.VC90.DebugCRT' version='9.0.30729.1'

9.0.30729.1 - is the MSVS 2008 SP1. I have a suspicion you need to have exactly SP1 VC CRT headers and/or libs to link with that alfront_md_d.
Which may not be very good in general. Perhaps it is more correct for everyone to build his/her own allegro static libs. Maybe we should address this issue in the future.

Anyway, there's a preprocessor macro _BIND_TO_CURRENT_VCLIBS_VERSION=1 in AGS.Native project, which seems to be related with this. What will happen if you remove it, or write _BIND_TO_CURRENT_VCLIBS_VERSION=0 instead?
No, that is not a good advice; I think it is for letting SP1 to link with older VC libs (not sure).


EDIT:
I found this post by Pumaman:
Quote from: Pumaman on Fri 11/05/2012 23:50:27
Quote from: sonneveld on Thu 10/05/2012 05:48:44
- Do you have the source for alfont?  It looks like you changed the font rendering to only change blenders when the alpha level changes (as an optimisation) and possibly you used an older/simpler version of the set_height function?

Yep I'll try and dig it out, basically at some stage a new version of alfont changed the meaning of set_height but for backwards compatibility I didn't want this since it broke the font sizes that people were using in AGS, so I hacked it back to use its old-style font sizes.

So, basically these are fixed versions by CJ, which he compiled using MSVS 2008 SP1. BTW, did he upload the source for that library? I wonder is there any relation to Engine\libsrc\alfont-2.0.9\alfont.c?
#12074
There's also Game.ChangeTranslation!
(well, in case you would like to change it too).
#12075
Quote from: cat on Fri 12/04/2013 17:21:35
*) "Start new game" wizard->Create in folder section: Please add a button to browse and select a folder (like the browse button in Preferences->New game directory)
Hah, something I wanted to have too for a very long time. :)

Quote from: cat on Fri 12/04/2013 17:21:35
*) Not sure why, but "Quit" of 9-verb template reads "QuitätÖ" for me
Ah, right, I noticed that too, since 3.2.1. We need to ask Abstauber about updating template.

Quote from: cat on Fri 12/04/2013 17:21:35
*) Help->Visit the AGS forums: Wrong link
Whoops. Missing last 's'.

Quote from: cat on Fri 12/04/2013 17:21:35
Edit: I know I'm repeating myself, but I still don't have the rights to view items in the project tracker...
Ahh :( this is something above my head.
There's a permissions setup in the tracker, it lists "AGSer", "AGS Baker" and "Mittens Vassal" (the member groups you belong to) in the "Regular Members" permission group. That group has all common rights.
Did you try to log-off and re-login, for instance? Clean cookies maybe?
#12076
Completed Game Announcements / Re: Gemini Rue
Fri 12/04/2013 14:47:50
Quote from: frenzykitty on Fri 12/04/2013 14:29:20
Slightly OT, but this game changed my life :)
You suddenly recalled
Spoiler

that you are the brainwashed civilian who adopted false identity
[close]
?
#12077
Previous Android build was... 10th March? Quite a lot changed in between :-/.
#12078
Quote from: Ryan Timothy on Thu 11/04/2013 14:12:49
I can't believe this world is still active.
We just started building cool things :)
#12079
Completed Game Announcements / Re: Gemini Rue
Thu 11/04/2013 13:22:59
Hey, what about Linux release, how did it went? Scott Baker was very persistent on building it, and now he does not tell any news. I do not even know was it released yet.
(Unless I missed something)
#12080
I found this program which allows to read charted maps from minecraft world and export them as bitmaps.
http://www.minecraftforum.net/topic/661481-map-item-viewer-and-editor/

Following is global merged map of explored land (data from server kindly provided by Peder).

Clear terrain:
Spoiler
Maps division:
Spoiler
Dwellings/cities:
Spoiler

Also layered map in Paint.NET format:
http://www.mediafire.com/?fdw1704ix7wm6tb
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