Quote from: 2ma2 on Sun 19/08/2012 14:36:52
- 2 + x = 2x
- x = 2
I'd say it is more mathematically correct to write 2 + x/2 = x, since it is total weight of brick we are looking for, not half of weight.
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Show posts MenuQuote from: 2ma2 on Sun 19/08/2012 14:36:52
- 2 + x = 2x
- x = 2
Quote from: Khris on Fri 17/08/2012 20:37:42
Could this work maybe?Code: ags bool debugger; // in game_start #ifdef DEBUG debugger = true; #endif
Quote from: AGA on Fri 17/08/2012 07:43:37That's position of mouse cursor on screen, what Snarky means is hotspot point on mouse sprite, that is - coordinates of cursor's active point related to sprite's 0,0.
Isn't that mouse.x and mouse.y? Although it's been a long time since I used AGS regularly...
Quote from: SSH on Thu 16/08/2012 17:14:10You are reading my thoughts. I hoped someone suggests to do this, otherwise I'd had to post in the "Recruitment" section
Sorry if this has already been covered, but I wondered if someone should write an artificial "game" that tries to exercise as much of the engine as possible which could then be used as some kind of automated regression test for the refactoring?
Quote from: Calin Leafshade on Thu 16/08/2012 08:38:34Should we take this as a hidden intent to send all homosexuals to space?
Also the first lesbian (or at least bisexual woman) in space too. So go lesbos!
Quote from: tzachs on Thu 16/08/2012 10:11:17You mean "minimal amount of steps" or "steps of minimal length"?
I think "baby steps" is the answer here. You should perform the minimal amount of steps that will get your code to work as the current engine works,
Quote from: Iceboty V7000a on Wed 15/08/2012 14:50:07Quote from: Crimson Wizard on Wed 15/08/2012 14:38:06IMO this is retarded. If one can manage it tidily, using numbers is much more elegant than referring everything via an object. It is fine to give people a choice to make their codes more descriptive(and more bloated) but giving up a good feature just to please the OO people is not a good move and more stupidly, the engine is already referencing the sound clips by numbers internally, just not directly accessible.Code: ags randomclips[0] = aSound1; randomclips[1] = aSound2; ...
Quote from: Iceboty V7000a on Wed 15/08/2012 07:01:07Code: AGS sound[20+Random(39)].Play(); //plays a random clip from #20 to #59
AudioClip *randomclips[40];
function game_start()
{
randomclips[0] = aSound1;
randomclips[1] = aSound2;
...
}
function play_random_clip()
{
randomclips[Random(39)].Play();
}
MyAudioGroup1.GetRandom().Play()
if (player.ActiveInventory == iHANDSAW) {
player.Say("You'd have to use your stonger hand.");
}
/* HERE!!---> */ else if (player.ActiveInventory == iHANDSAWRAG) {
player.Say("Well, alright.");
player.Walk(123, 108, eBlock);
object[0].Visible=false;
player.AddInventory(iBRANCH);
}
else {
player.Say("I can't cut it with this.");
}
if ()
else if()
else if()
.....
else
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