Quote from: InfernalGrape on Tue 07/05/2024 14:37:38I could never get this or overhotspot working.
Could you post your code and tell what happens, does it show errors, or no errors but no result either?
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Show posts MenuQuote from: InfernalGrape on Tue 07/05/2024 14:37:38I could never get this or overhotspot working.
Quote from: eri0o on Mon 06/05/2024 19:15:27I think the tabs icons depends on it being enabled in the Editor preferences and I think it defaults on not being enabled - not sure on this last part.
// Engine value constant name pattern:
// ENGINE_VALUE_<I,II,S,SI>_NAME, where
// I - integer, II - indexed integer, S - string, SI - indexed string.
ENGINE_VALUE_UNDEFINED = 0, // formality...
ENGINE_VALUE_SI_VALUENAME, // get engine value's own name, by its index
ENGINE_VALUE_S_ENGINE_NAME, //
ENGINE_VALUE_S_ENGINE_VERSION, // N.N.N.N (with an optional custom tag)
ENGINE_VALUE_S_ENGINE_VERSION_FULL, // full, with bitness, endianess and any tag list
ENGINE_VALUE_S_DISPLAY_MODE_STR, // string contains display mode information ( width x height x color depth, etc)
ENGINE_VALUE_S_GFXRENDERER,
ENGINE_VALUE_S_GFXFILTER,
ENGINE_VALUE_I_SPRCACHE_MAXNORMAL, // user-defined sprite cache size limit
ENGINE_VALUE_I_SPRCACHE_NORMAL, // current sprite cache size
ENGINE_VALUE_I_SPRCACHE_LOCKED, // size of "locked" sprites (prevented from disposal)
ENGINE_VALUE_I_SPRCACHE_EXTERNAL, // size of "external" sprites not automatically disposed (basically - DynamicSprites)
ENGINE_VALUE_I_TEXCACHE_MAXNORMAL, // user-defined texture cache size limit
ENGINE_VALUE_I_TEXCACHE_NORMAL, // current texture cache size
ENGINE_VALUE_I_FPS_MAX, // max allowed FPS (set as GameSpeed, or with --fps command line arg)
ENGINE_VALUE_I_FPS, // actual average FPS
ENGINE_VALUE_LAST // in case user wants to iterate them
function repeatedly_execute_always()
{
int current = System.GetEngineInteger(ENGINE_VALUE_I_SPRCACHE_NORMAL);
int max = System.GetEngineInteger(ENGINE_VALUE_I_SPRCACHE_MAXNORMAL);
lblSpriteCacheLoad.Text = String.Format("Sprites: %d / %d KB (%d%%)",
current, max, current * 100 / max);
}
Quote from: eri0o on Sat 04/05/2024 23:43:10I thought the alt+tab + exclusive Fullscreen + Direct3D issue was gone in the 3.6.1, I even closed the issue because I couldn't reproduce it anymore. And the alt+X issue is a new one to me, what is the problem? Is it that the message box appears behind the game instead of on-top?
Quote from: heltenjon on Sat 04/05/2024 19:50:09I hear the quitting sound, but the game screen fails to go away. When alt-tabbing, the thumbnail screen shows the quit message, and I have to close that window to make the game screen go away. Windows 10.
Quote from: heltenjon on Sat 04/05/2024 13:57:29ALT-X quits the game, but it freezes and I have to alt-tab to get out.
Quote from: RootBound on Fri 03/05/2024 00:24:07The editor deletes outdated versions of the game from the compiled folder automatically, so if you make changes you'll have to compile it again.
Quote from: Baguettator on Thu 02/05/2024 07:28:15And what's about PNG files able to be used in DynamicSprite.CreateFromExistingFile ? Will it be available for AGS 3.6.X ? Or only AGS 4 ? Or none of them ?
Quote from: eri0o on Wed 01/05/2024 20:09:53Oh, for some reason I thought it only worked for non-dynamic arrays!
Quote from: eri0o on Wed 01/05/2024 18:49:08But there's a catch. We don't have Length in Dynamically allocated arrays. So how does an API for this would work?
Quote from: Kooij on Wed 01/05/2024 04:48:06Error: RunScriptFunction:error - 18()trying to run 'room_Firstload" (room 1)
Quote from: celadonk on Sun 28/04/2024 21:46:03Is it possible to rotate this diagram entirely? Like so:
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