Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Crimson Wizard

#13341
Critics' Lounge / Re: Fantasy wargame sprites
Tue 20/07/2010 17:44:11
Maybe a tad offtopic, but I always wnated to know, how this soft gradient is done on your pictures. Is it done manually, or using some editor tool?
#13342
Guess I'll pass this time, not my topic perhaps, nothing comes to mind.
#13343
I have a question, is this intended that those functions without any explicit return type can actually return integer?

Like
Code: ags

function f()
{
  return 1;
}

function ff()
{
   int a = f();
}


Is this bug or normal behavior?
#13344
Quote from: AtelierGames on Sat 10/07/2010 18:28:25
When does it end?
It will be everlasting noirmare!
#13345
General Discussion / Re: StarCraft anyone?
Sat 10/07/2010 14:52:05
Okay, looks like EU server finally working.

You can add me as Crimson #381 ( new naming convention ;) )
#13346
By the way, Victor6, you forgot to pickup your golden trophy here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39789.msg525194#msg525194
;D


Good thing I did not won, I can participate in the next one :)
#13347
Quote from: Monsieur OUXX on Fri 09/07/2010 11:03:28
temporary variable : = complex expression
array[temporary variable] : =   ...

Pascal coder detected  ;D
#13348
I have a proposal to make a categorized list somwhere, like

Scripting Modules - the ones that give you more scripting opportunities (e.g, Stack, StringPlus, Calin's Utility)
Feature Modules - the ones that add some complete feature already usable in game (Flashlight, Credits, High Scores module, etc)
Engine Modules - ones that act as a base for certain game genre
Graphic Modules - 3d, Smooth Scrolling, etc

and so on.
#13349
Can it be that prof plum is not initially invisible?
#13350
Change it when room loads and change back when character leaves the room?
#13351
Will you update this over time with new backgrounds? :)
#13352
Remember: if you want more than one command under if/else, put brackets!

Code: ags

 if (player.View == 4 )
 {
    player.AddInventory (iDisguiseX);
    player.LoseInventory (iRemove);
 }
 else
 {
    player.AddInventory (iDisguiseX);
    player.LoseInventory (iDisguise);
 }




Also, please, when you post a code here, put it inside [ code ] [ /code ] tags (without inner spaces), it will be easier to read
#13353
Quote from: Khris on Thu 08/07/2010 18:51:18
I didn't test this and the error seems unrelated, but doesn't an array declaration require a constant?
What happens if you try this using a dynamic array?
It isn't array declaration. It is getting array's element by index.

There's no error if a non-static struct member is used.
I guess it is parsing mistake.
#13354
Example code:

Code: ags

struct MyStruct
{
  import static int func();
};

function SomeOtherFunc()
{
   int arr[100];
   int var = arr[MyStruct.func()];    // <--- line X
}


Compiler stops with error: " Error (line X): parse error after '[' ".


Possible workaround:
Code: ags

   int dummy = MyStruct.func();
   int var = arr[dummy];

#13355
You must insert single 'space' character before each script command that does not belong to the list of dialog-specific commands.
In other words:

Code: ags

@S  // Dialog startup entry point
Gustav: He waits, growing paler and paler.
return
@1
 player.Walk(334, 55, eBlock); // <--- notice space at the start of line
Gustav: Oh, thankyou sir! Thankyou! truely I... I... oh- F-farewell!
stop


Excution timing will be corresponding to command position in script, i.e. in this example player will walk to 334,55 and Gustav will say something only after.
#13357
General Discussion / Re: StarCraft anyone?
Wed 07/07/2010 17:45:42
SC2 downloads a huge patch today, about 550 MB. Looks like second phase of Beta starts soon.
Too bad I have no time for a regular play now.
#13358
Having fun, are ye? Oh well....

Quote from: Monsieur OUXXCrimson Wizard = Gordon Freeman!
also pictured you with a beard. the power of profile pictures!
Heh. I look more like Gordon Freeman when I grow my beard and moustach for a month or so  ;D

At least I don't look like a gi... uh-oh, can't believe I nearly said that.
#13359
If you put a function inside #ifdef --- #endif block which technically makes her disabled, code-wise, editor still "thinks" it's active:
1) Typing its name will make a tip appear showing its full name and parameters.
2) Right clicking on the typed function call and selecting "Goto Definition" will make editor go to disabled function's body.
3) If the function was used as an event handler and is still typed into object's properties pane, double clicking on its name there makes editor go to function definition.

If you make second function with same name, and make it active, "go to definition" still goes to previous one.
#13360
Simple: if you have an event handler function name assigned to the corresponding object's (gui, etc) property, but there's no real function (e.g. you deleted it), there will be no error or warning shown neigher during compilation or during game run (even when you interact with an object).
SMF spam blocked by CleanTalk