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Messages - Crimson Wizard

#13381
I guess what you describe is just an unused space on the editor window, so you shouldn't bother ;)

(I have same all the times)
#13382
As I like to say: sometimes it is a good idea to ask questions, for it makes you find the answer yourself faster  ;D


Just one note - I noticed the condition is exactly the same in all 5 cases. Unless this is not a real code but sort of experiment, I'd suggest you optimize it like that:
Code: ags

if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
{
   Display("The Scales drop just enough to release the door");
   cindy_bones.Say("Yes,Ive done it");
   object[12].Move(425, 293, 4, eBlock, eAnywhere);
   object[0].Move(206, 203, 4, eBlock, eAnywhere);
   cindy_bones.Walk(254, 284, eBlock);
}
#13383
First of all, if you are using default save/load guis, AFAIK you will need to delete only 20 first saved slots, since default save gui limits slots number to 20. However, this may always be possible that player copies his saved games somewhere, so you may need to store info about existing saved games in some encrypted file.

Also, instead of disabling load gui, why not make custom save & load system which would handle this better? Making only single save slot, or alike.
#13384
Actually I can like both styles (I am a man of broad... tastes), but in my opinion first one does not match the game genre. It associates with something cosy and makes me think about kind fairy tales. While second style - with these sharp edges and strict colours - causes slight uneasiness.
#13385
Okay, here I am again, reporting a silly bug :P

Well, basically, if you have a script opened for editing, and you try to rename any of the renameable project tree items (like script module or View) by copy-pasting, clipboard contents will be pasted into script instead.
#13386
The only thing that comes to my mind is that your image possibly has certain pixels of slightly different colour than the rest of background, so when you import the sprite they are not substituted by transparent colour.
#13387
Critics' Lounge / Re: new background 2/5
Tue 22/06/2010 21:15:04
Quote from: icey games on Tue 22/06/2010 21:05:44
PMQ.2 shogin crystal http://www.youtube.com/watch?v=5fg-JqdoD6g
Square Enix is really your producer? do they know about this?
#13388
Omg, freaking cool!
Can I use this in my game? Pleeese?  ;D

Okay, technical stuff.
Run on laptop with AMD Turion 2.0 Ghz, video ATI Mobility Radeon X1300 (128mb)

DirectDraw 5
Windowed mode, scaled x3 (960x720), FPS 37-41
FullScreen mode, scaled x2 (640x480)*, FPS 38-41

Direct3D
Windowed mode, scaled x3 (960x720), FPS 40 (stable)
FullScreen mode, scaled x2 (640x480)*, FPS 40 (stable)

* for some reason graphics driver could not run fullscreen with 960x720 resolution
#13389
May I ask, by "The story must be told in dialogue." you mean that the story should be... literally told in dialog (e.g. one guy telling another some story), or that the story should have the dialog as a "spine"? :)
#13390
I am looking not to switching between default transitions, but inventing a more user friendly way to allow custom ones.
#13391
Quote from: Khris on Tue 22/06/2010 10:42:55
2. Object.getInteractable doesn't do anything except return Object.GetAtScreenXY, why use it then and not just the latter?

Also, you should seek opportunity to improve your coding in general ;)
This
Code: ags
Object* getInteractable(int x, int y){
    Object* i = Object.GetAtScreenXY(x, y);
    return i;
}

equals to this:
Code: ags
Object* getInteractable(int x, int y){
    return Object.GetAtScreenXY(x, y);
}
#13392
Oh... looks like I missed something again :P


EDIT: Well, it looks like current list of events does not have needed for transitions -
eEventEnterRoomBeforeFadein
      called just before room Player Enters Room event is run.
      DATA = new room number
eEventLeaveRoom
      called just after room Player Leaves Room event is run.
      DATA = room number they are leaving

#13393
Well, I had this idea for some time, but remembered to post this only now.

Idea is to give user (game creator) the more user-friendly way* to override default transitions. Possibly, good way to do this is supporting functions in Global Script like transition_execute(bool fadein, out bool finished) or something like that.

Well, thinking about it, "out" is not supported by AGS script, so it can have return value, or require to call some internal function, like "EndTransition".


* currently it is quite possible to set "instant transition" in Global Settings and call custom written transition function from every "after fade in" and "leave room" event handlers in any room. Yes, yes, that is possible, but I am talking about user-friendliness here ;) With this idea implemented user can have "general" custom transition in Global Script and "particular" transition scripts for certain rooms if wanted.
#13394
I held Sprite Jam once, but my trophies are uploaded to imageshack, so they weren't lost.
If anyway you want to have them just in case (for the record or something ;)), here they are:

Sprite Jam, The Saint (17 to 26 Nov 2009)
to Misj
to Victor6
to Babar
#13395
Can the current module "maintainer" (monkey, or whoever he/she is) add EncryptedFile_VERSION macro defintion to it?

I am writing my own HiScores module now (I didn't like Rocco's one for certain reasons, which I may explain later), and I am thinking about publishing it here as well when it's ready; it has an optional EncryptedFile support, which requires checking some macro to determine if EncryptedFile module is present.
#13396
Can be this because of space in "Haydutlar 4" folder name?
#13397
Quote from: Monsieur OUXX
Oh yes, I didn't notice the "ProcessClick".
That's definitely the reason.
I think reason is not "ProcessClick" but "on_mouse_click(event);" call (couple of lines above).

But not only that, I fear this sort of algorythm can cause unlimited recursion: if player will continiously click mouse it will go like

on_mouse_click->movingToXY->on_mouse_click->movingToXY-> etc etc

which may finally lead to stack overflow, or something.
You need better algorythm.
#13398
Quote from: AndFisher on Sun 20/06/2010 23:29:16

The problem is, if my customs function is defined above the on mouse click function I get an undefined token error when I try to compile
Please, post related part of your code here. It would be nearly impossible to guess what's wrong there without actual code. It can be a mistake in your code, a simple typo, etc.

Quote
I have programmed in other OO languages before, and it seems alien to me that a function must be defined before it is referenced anywhere else in the script. Of course it should be defined before a call to it is executed however. Unless I have totally missed something
Yes, in AGS script the called function body should be defined before it's called first.
#13399
Hmm, I want to make this clear once again: do you need TAB be pressed all the time for mouse cursor to be limited to certain area, or do you need it be pressed once to set this behavior on, and then later another time to set it off?
I ask again, because your boolean value is called "pressingTAB", which sounds like it meant be pressed continiously.

Anyway, regarding the code and assuming TAB toggles the mode on/off.

First of all, you are making classic mistake there, by not using wonderful NOT operator :)

Here how it should look like:
Code: ags

function on_key_press(eKeyCode keycode){

  if (keycode == eKeyTab) pressingTAB = !pressingTAB;

}


This will simply "invert" boolean variable to opposite value.

Your second mistake is that you set mouse bounds every tick in rep_exec. You shouldn't do it. Instead, put that in the key_press as well, like:
Code: ags

function on_key_press(eKeyCode keycode){

  if (keycode == eKeyTab) pressingTAB = !pressingTAB;
  if (pressingTAB) {
      //Cursor fixed to viewscreen
      mouse.SetBounds(208, 130, 588, 355);
        }
  else
    mouse.SetBounds(0, 0, 0, 0);
  }

}


What should be left in rep_exec is perhaps this:
Code: ags

if (pressingTAB) {
      //Mouse Steer
      if (mouse.x <= 221) cEgo.x = cEgo.x - 6;
      if (mouse.x >= 575) cEgo.x = cEgo.x + 6;
      if (mouse.y <= 143) cEgo.y = cEgo.y - 6;
      if (mouse.y >= 342) cEgo.y = cEgo.y + 6;
        }
  }


Now... I honestly can't see what can not work here. If it still doesn't work as expected, maybe you can give more details about what happens?
#13400
Before even checking your code posted above, I want to ask, why do you use "IsKeyPressed" function at all if TAB toggles some mode on and off? For such behavior it is much better to catch key presses in on_key_press function.

EDIT: As for the code - yes, I can see mistakes there, but first I'll wait for your answer, because it may appear that this code is not needed at all :)
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