Cheers Calin, could you please give me an example of what you mean, code-wise? This is the one thing I really seem to be having a problem with :/
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void Thinking(this Character*, String message) {
lblThink.Text = message;
gThink.Visible = true;
int delay = (message.Length * GetGameSpeed()) / Game.TextReadingSpeed;
int min_delay = (Game.MinimumTextDisplayTimeMs * GetGameSpeed()) / 1000;
if (delay < min_delay) delay = min_delay;
int ignore_delay = (Game.IgnoreUserInputAfterTextTimeoutMs * GetGameSpeed()) / 1000;
mouse.Visible = false;
Wait(ignore_delay);
delay -= ignore_delay;
if (delay > 0) WaitMouseKey(delay);
mouse.Visible = true;
gThink.Visible = false;
}
cPeter.Thinking("&33 The woman was clearly upset.");
Quote from: Dave Gilbert on Mon 02/09/2013 21:32:32
Really? I use region light levels all the time as well! Now I'm really confused.
Quote from: Dave Gilbert on Mon 02/09/2013 21:21:12Quote from: DazJ on Mon 02/09/2013 21:15:40
As for tinting, what problems are you having there? Sadly there are some DirectDraw features that Direct3D just can't do.
I'm primarily referring to region light levels, not tinting (my fault - I always confuse the two) - The light levels simply don't work in Direct3D but work flawlessly in DirectDraw.
Quote from: Andail on Fri 30/08/2013 20:39:35
Does it have to do with the default driver setting?
I never have problems with my own game - it has direct3d as default driver and I never get objects appearing in front of characters, but recently I played a game where I had to change driver to direct3d (default was directdraw) and I got just that problem.
I really hope people won't have that problem when they play my game, because it looks disastrous and is an immediate game breaker.
Quote from: Dave Gilbert on Fri 30/08/2013 20:24:05Quote from: DazJ on Fri 30/08/2013 20:20:40Really? How so? I use object walk-behinds all the time.
Excellent points all around but Direct3D causes nothing but problems in terms of object walk-behinds etc, making it completely unusable.
Quote from: Joseph DiPerla on Mon 26/08/2013 12:56:28Quote from: DazJ on Fri 23/08/2013 12:24:30
So there idea of official Android releases of our products isn't going to possible?
I'm guessing I'd have to hire someone to create the APK for me then.
No, it is possible. It is very possible. But its a lot of work and it may even take some time. Basic4ppc and Age.seccia.com have it in their apps and they seem to have done it quite nicely. And I can easily create an APK from scratch for games under 42mb. The problem is if the game gets larger. The .OBB files is an issue. But, as it stands right now, you can easily convert the Android launcher port to keep a game under 42mb within it and play it easily. Again, that is assuming you know how to compile for Android in the first place. If JJS could figure a way to factor in OBB files and create a launcher that launches only one game and if one of our windows developers can integrate a packaging system in the editor, then the whole thing would be possible and would require fewer updates in the future. Then again, it would just be nice if Google allows one file type to be over the limit. That would solve the issue completely.
if (IsTimerExpired(1)) {
cJoan.SayBackground("&1 Hello.");
SetTimer(1, 300);
}
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