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Messages - Crimson Wizard

#13081
Quote from: Armageddon on Fri 13/07/2012 00:14:47
No one has any ideas how to enable diagonal walking? I have the use loops 4-7 as diagonal walking views enabled and all. I've even tried it without Khris' code and it won't work.
As far as I know, there is "Diagonal Loops" setting in Character's properties. But it should be enabled by default...
#13082
Quote from: Baron on Thu 12/07/2012 23:46:51
Do a MAGS game with somebody.  If it's not just you there'll be more pressure to release it at the deadline, warts and all.
That was actually how I made my only two games so far :)
#13083
Quote from: BigMc on Thu 12/07/2012 22:04:33
Is it possible to arrange the files into folders in such a way that most folders contain only files that are built on all platforms (say all but Common/platform and Engine/platform)? Then all the makefiles would just need a list of folders and a list of files from the platform folder.
Not only possible but certainly should be done. I'll check into that, but first I have to finish something. I decided to make a big change at once, but it takes longer than I thought.
I'll post here when it's done.
#13084
This is pretty obvious.
What you do is create a gui for selected unit, then CONTINUE going through the loop. As soon as next iteration starts, the condition fails, and gui is hidden.
You need to break from the loop right after you created the gui.

For example:
Code: ags

bool found = false;

while (!found && u <= total*2)
{
   if (((unit[u].x-13 <= mouse.x) && (mouse.x <= unit[u].x+13)) && ((unit[u].y-13 <= mouse.y) && (mouse.y <= unit[u].y+13))) {
      found = true;
      ....
#13085
The Rumpus Room / Re: Riddle me this
Thu 12/07/2012 21:24:36
Quote from: Khris on Thu 12/07/2012 21:07:31
One of my favorite riddles: a brick weighs 2 kilos + half of its weight. How much does it weigh?

Spoiler

Since the brick's weight consist of two halves, then 2 kilos is another half, and total is 4 kilos.
[close]
That's actually difficult only for those who think too hard :)
#13086
Ugh... I saw "Resonance" on a torrent tracker. I guess that means popularity? Depending on your point of view you may be either excited or enraged. :P

Anyway, I am going to honestly buy this one a soon as I find free time to play it.
#13087
I have a question regarding "Windows" menu.

If I have several pages open, for example a number of "Fonts", and I choose a page in "Windows", the order of pages in the menu will be resorted so that the selected one is always the first. Is it how it is supposed to be?

EDIT: Also, perhaps you will be able to implement this: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45623.msg624000#msg624000
#13088
Examining the Grim's Cat Lady production screenshots suddenly brought me few ideas:

http://i.imgur.com/2NOz9.jpg

As you see, his project tree is quite a big one. Now, imagine you have opened lots of folders there and now want to close them, or maybe open different type of items. You will need to scroll up until you find the root.

My suggestions:
1. Make "Collapse current tree"/"Collapse all" options in context menu for the project tree.
2. Make "Go to:"->Item category option in context menu.
3. Actually also: "Find item" option which will open a "search for project item" dialog.
4. Add combo-box and filter-box at the top for Project Explorer. Combo-box allows to choose item category which to display, or "All project items". Filter box allows to type a string with wild-card characters and thus filter the displayed contents.

EDIT: A much better alternate for item-type combobox are bitmap buttons that may be toggle on/off, with two extra "check all" and "uncheck all".
EDIT2: Also struck out 2 and 3 since their functionality is covered by suggestion No 4.
#13089
The Rumpus Room / Re: Riddle me this
Thu 12/07/2012 20:20:02
Quote from: Ryan Timothy on Thu 12/07/2012 18:44:20
...I sometimes like to pick apart time travel movies that somehow end up on the same spot of the planet no matter the rotation and such. Even with the Delorean just traveling one minute into the future on its first test, it would have returned thousand miles away from its origin (or inside the planet depending where they were on earth rotation). Unless Doc had somehow managed to calculate the exact location and rotation of the earth (and sun, since our solar system and galaxy is shifting along) with any given time and create the return warp hole there. Then there's the moon slowing or altering our rotation, asteroids, etc; but it shouldn't matter too much in a 20 year span.
Here's the simple semi-scientific explanation: time travel is being made inside the gravity field of the planet, the time machine and the planet are bound system of bodies. :)

Quote from: Ryan Timothy on Thu 12/07/2012 18:44:20
What does a clock measure?
It measures the amount of changes inside itself.
#13090
Hmm, from all the Ben304's games this seem to be most colorful. In terms of saturation amount. :)
#13091
Quote from: Intense Degree on Thu 12/07/2012 09:39:14
I think my main trouble is that I haven't done anywhere near enough programming to think like a programmer sometimes. :sad:
Well, first rule is: the simple = the correct. I remember when I started to learn programming I did exactly same mistakes.
So, here's the hint: if you feel your algorithm becomes too complex, especially with lots of duplicating code, this usually means you are doing something terribly silly. ;)
perhaps you should put your code aside and think it over from the start.

EDIT: Ah, yes, and regarding current case: in the situations like this try to look for a way to merge similar/duplicating code; ask yourself, what is common in all those blocks from mathematical/logical point of view.
#13092
Quote from: Intense Degree on Wed 11/07/2012 18:12:42
What I want is a function which will tell me which pmove has the highest value at any time. [in the event that there is more than one that shares the highest value, I just need it to return any one of them].

Unless I missed something, here's the solution:
Code: ags

int getmaxpmoveindex(){
   int max_pmove = -1;
   int max_pmove_index = -1;
   int i = 0;
   int number_of_pmoves = 25;

   while (i < number_of_pmoves)
   {
      if (pmove[i].value > max_pmove)
      {
         max_pmove = pmove[i].value;
         max_pmove_index = i;
      }

      i++;
   }

   return max_pmove_index;
}


EDIT: forgot i++ :)
#13093
Quote from: Caracal on Wed 11/07/2012 15:55:24
Now i have the ultimate Kings quest cursor and nobody can stop me!!! I did not even need to learn how to apply modules and such!
...
But i am afraid that there are already other issues comming up with the death-scenes again, for which i will start a new threat, soon.
Now, I know I am probably breaking the board rules, but I can't help myself and not notice that this whole paragraph on its own sounds like an introductory to the hero quest like game :D
#13094
Quote from: JJS on Wed 11/07/2012 11:53:46
You used a leading underscore for member variables (at least in CEngine). I would be in favour of marking member variables like that instead of not marking them.
I combined monkey's suggestion and mine own suggestion here: public member variables named CamelCase and have no marking, internal (private and protected) named using "lower" camelCase; leading underscore helps to distinguish one-word member names from local variables, but I added them to all internal vars in sake of consistency.

Quote from: JJS on Wed 11/07/2012 11:53:46
void CAGSEngine::winclosehook()
I don't know if this a callback, but it looks like it. If so, it has to be declared static. Otherwise its signature doesn't match the exprected C function prototype. Just saying, I know the code is not at all final.
Ah, I actually missed that one.
For other callback, atexit_handler, I did this:
Code: cpp

...
atexit(atexit_handler); // register global function
...

void atexit_handler() {
    CAGSEngine::GetInstance()->atexit_handler();
}

Well, practically the same, just not static member but global function. Don't know which is better; I made Engine a singleton anyway.
#13095
In the light of this topic: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=46389.0

WARNING: offending content inside.
Spoiler

A man, who lived all his life in the secluded village, travels to Africa to join the hunting contest. Before the contest the judges explain the participants the rules; one of those is that under no circumstances they should kill black rhinoceros, since they are considered rare animals.
Then the contest starts and the hunters walk into the savanna. After three days they come back. The judges ask everyone what they killed, and the village man sais:
- I killed ten nosirs.
- What is nosir?
- Well, I kept walking in savanna and suddenly saw a strange black figure. I asked: are you rhinoceros? And he said: nosir.
[close]
#13096
General Discussion / Re: Rape Jokes
Wed 11/07/2012 08:45:11
Weirdly enough, I do not remember ever hearing any rape joke, good or bad, at all.

Personally I do not see any difference between "rape" or any other kind of "evil", black humor joke. They are all the same in terms how they may hurt someone who had negative experience, and how their effect depends on situation and audience.

For example, recently I was a witness of awkward situation when a man made some random joke about a prison without knowing that the other man's friend is currently committed to one.
#13097
Quote from: Joseph DiPerla on Tue 10/07/2012 22:55:37
I keep getting this error when compiling:

Code: AGS
1>c:\Joeys fun projects\agssource-preadvance\adventuregamestudio-ags-33da32f\Common\platform/file.h(33) : fatal error C1083: Cannot open include file: 'Common/util/string.h': No such file or directory


I don't think you should try to compile that branch right now, let alone run it. As I mentioned, this was made rather to display certain ideas on class system. "Refactory" branch should be buildable and runnable though.

However, I found I forgot to add new dependancies for the Release version... again :)
Simply add following to the project's include directories:
$(SolutionDir)\..
or build it as Debug.
#13098
Quote from: steptoe on Tue 10/07/2012 22:09:39
Hi

shame you never included a template.

Will put one in to try later.


8-)



By the way, is it possible to make "Empty Game" template built-in?
#13099
Hahaha lol I got it.
She said:
Spoiler
There is only one place left.
[close]

Well, maybe not really, but this guess if just too funny.
#13100
No, I haven't seen the movie, but the clip is intriguing. But the skinless.... ewwwww :-X :sealed:
I guess it would be better if I saw full movie prior, since I may miss something important from the story.

Quote from: monkey_05_06
Maybe the martyr did see a wondrous beyond for herself, but knew that the leader would be condemned to some sort of Hell...?  The leader would almost certainly have these doubts running through her mind....
Quote from: Calin Leafshade
One theory i have is that Anna intentionally lied to the cult leader in order to destroy the cult. She said that there was no afterlife and the whole thing was pointless.
In which case would there be a reason to kill oneself?
Secondly, I have doubts a person would be able to come to some logical plan right after being tortured like that and seeing another world.

I would make a guess that "Keep doubting" is actually the key. I mean, we should not ask "why did leader killed herself", but rather "why did she wanted to make others not know of what she heard".
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