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t[7].r1s =s[1].b2; t[7].r1e =s[1].b3;
t[7].r2s =s[1].b3; t[7].r2e =s[1].e ;
t[7].r3s =s[1].s ; t[7].r3e =s[1].b1;
t[7].r4s =s[1].b1; t[7].r4e =s[1].b2;
t[7].entr1s = 547; t[7].exit1s = 578;
t[7].entr2s = 0; t[7].exit2s = 0;
t[7].entr3s = 0; t[7].exit3s = 0;
t[8].r1s =s[1].b3; t[8].r1e =s[1].e ;
t[8].r2s =s[1].s ; t[8].r2e =s[1].b1;
t[8].r3s =s[1].b1; t[8].r3e =s[1].b2;
t[8].r4s =s[1].b2; t[8].r4e =s[1].b3;
t[8].entr1s = 547; t[8].exit1s = 578;
t[8].entr2s = 0; t[8].exit2s = 0;
t[8].entr3s = 0; t[8].exit3s = 0;
t[9].r1s =s[2].s ; t[9].r1e =s[2].b1;
t[9].r2s =s[2].b1; t[9].r2e =s[2].b2;
t[9].r3s =s[2].b2; t[9].r3e =s[2].b3;
t[9].r4s =s[2].b3; t[9].r4e =s[2].e ;
t[9].entr1s = 121; t[9].exit1s = 151;
t[9].entr2s = 0; t[9].exit2s = 0;
t[9].entr3s = 0; t[9].exit3s = 0;
t[10].r1s =s[2].b1; t[10].r1e =s[2].b2;
t[10].r2s =s[2].b2; t[10].r2e =s[2].b3;
t[10].r3s =s[2].b3; t[10].r3e =s[2].e ;
t[10].r4s =s[2].s ; t[10].r4e =s[2].b1;
t[10].entr1s = 121; t[10].exit1s = 151;
t[10].entr2s = 0; t[10].exit2s = 0;
t[10].entr3s = 0; t[10].exit3s = 0;
Quote from: Ghost on Thu 02/02/2012 13:13:25
Yuup, create a file and write your data to it. You must make sure the game can find your file: in Vista, for example, you can't acess the game's folder when the user installed it in Program Files. The manual suggests to always write to the Save Game Folder with a special tag:Code: ags File *output = File.Open("$SAVEGAMEDIR$/temp.tmp", eFileWrite); if (output == null) Display("Error opening file."); else { output.WriteString("test string"); output.Close(); }
You can read and write strings and integer values, and in combination with structs it's not too hard to create a custom save/load system. You TOTALLY lose the comfort of AGS's interal save/load stuff, however- like player positions, the value of sound and music sliders, and even if objects have been turned on or off.
Depending on WHAT you want to save, you may need to make sure the game updates its data depending on stuff saved in your file.
If you just want to keep trackof games played and the like, however, it's pretty simple.
int wagon = 0;
int mountain = 230;
int cabin = 200;
etc...
if(mountain>wagon) mountain = mountain - wagon;
else mountain = wagon - mountain;
if(cabin>wagon) cabin = cabin - wagon;
else cabin = wagon - cabin;
//to move
wagon++;
//display
//it's simportant to never set the position of the wagon.
buttonMountain.X = mountain;
buttonCabim.X = cabin;
and so on...
Quote from: ProgZmax on Fri 30/12/2011 06:08:34When it comes to low-rez fonts I find that the notion of consistency becomes very abstract, I'll get into that later. But I guess you meant that the B has a hard shape, and the A is soft? I also recently changed the P and R to be harder. This image is the one I mean.
There's some oddly inconsistent properties to the overall design, like the hard shaped A while the B has soft edges, meanwhile the P and R have all soft edges.
Quote from: ProgZmax on Fri 30/12/2011 06:08:34I believe that the consistency exists. According to this structure I derived as a result of my design for the 'e' character,
The important thing with fonts is that even if you're going with whimsical or pixel fonts you want the letters to look like part of a cohesive unit. This means establishing some mental ruleset for how you will design them and then sticking to it even for the lowercase letters. So if the uppercase letters/numbers/characters are all hard-edged you want to translate that to the lowercase, if they are all very soft then you do the same, or if they are some combination of the two (or if they are italicized, etc).
Basically, I'm just advising you to focus on consistency.
Quote from: ProgZmax on Fri 30/12/2011 06:08:34
Edit: I went ahead and made two quick variations of your font, one sticking to the high horizontal line cutting the letters and the other using a bent line that allows for more style and fanciness. The last small font is a miniature version of the uppercase font before it just to give you an idea of what you can do if you want to maintain maximum readability with your font even in lowercase (some people find a's, e's,you's and v's particularly hard to spot with low-res pixel fonts so this is one workaround).
Quote from: Kweepa on Fri 30/12/2011 04:17:13
Lovely font.
I'd change the B and the S so that the middle horizontal lines in all the capital letters are the same elevation.
struct ModuleName{
String Name;
import static function setString();
};
ModuleName moduleName;
static function ModuleName::setString(){
moduleName.Name = "PlayerName"
}
ModuleName moduleName;
function room_Load(){
ModuleName.setString();
}
function room_AfterFadeIn(){
lLabel.Text = String.Format("%s",moduleName.Name);
}
lLabel.Text = String.Format("%s",moduleName.Name);
//header
struct ModuleName{
import static function setVar();
import static function getVar();
int var;
};
struct Vars{
int number;
int number2;
};
//module
ModuleName Module;
Vars variables[2];
static function Module::setVar(){
var = 5;
//or
//variables[1].number = 4;
}
static function Module::getVar(){
return var;
//or
//return variables[1].number;
}
structName = structname2;
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