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Messages - DoorKnobHandle

#61
Does that mean we... will... be haunted...? :)

@Tamara: I think the idea was that it takes place from say Thursday till Tuesday or something, so the people that can only do weekends (that *might* include me, depending on the month) can still make it, and everybody else, who wants to stick around for a longer time can also do that! I'm pretty sure that's the plan right now! Would be awesome if you and Arjon could make it again!
#62
Voted! Anything before August is hard for me to make. If at all, it could really only be a friday-sunday thing at best. August is much, much better for me.
#63
I've noticed the same in some Let's Plays of my game TOAD and I always blamed it on my coding novice Let's Players recording on a potato with an unregistered copy of FRAPS. But yeah, I also noticed how the game seemed to slow down and speed up in certain areas without any particular reason (not with many enemies/projectiles on the screen). Maybe it is a bigger issue?
#64
The Rumpus Room / Re: Happy Birthday Thread!
Fri 28/03/2014 13:14:46
Happy birthday, Abstauber!
#65
The Rumpus Room / Re: Happy Birthday Thread!
Sun 23/03/2014 13:32:21
Happy birthday, Ghost!
#66
Billbis is correct, this is what I did in The Art of Dying when the player or enemies get hit, so you can copy my code from the source! Just search for CopyTransparencyMask!
#67
Site & Forum Reports / Re: Bug reports
Wed 19/03/2014 18:54:09
Yep works again with PMs, thanks!
#68
Site & Forum Reports / Re: Bug reports
Wed 19/03/2014 18:43:26
I can confirm that I do not get email notifications for PMs currently!
#69
Simple boolean variables will do the trick! You can read up on variables in the manual, on the forums here and in densming's Youtube tutorial series.
#70
Quote from: Gurok on Tue 11/03/2014 11:25:53
Break statement

You can now break out of loops using the break statement. For example:
Code: ags
i = length - 1;
while(i > 0)
{
    if(page[i] == target)
        break;
    i--;
}

Will halt the loop when a match is found or leave i as -1 if there was no match.

This is really nitpicking but I think there's an error in this example. It halts the loop when a match is found (but it doesn't check the first element in the page[] array) or end up with i being 0 (not -1) if there was no match, right? What you probably wanted is >= instead of > in the second line.

Good work though, can't wait to try this! The for/break/continue stuff is neat but the audio clips are really useful to me as well!
#71
I've posted this several times before but I think I keep getting ignored so I'll say it again: you don't need to pay for Unity, the free version is full-featured and allows you to even sell your game (to some extent). It's only limited when it comes to shaders and advanced FX. The free version even supports building your game for a ton of platforms these days. If you don't like Unity because of its design or whatever, that's fine but disliking it because of its business model is unfair and, quite frankly, ridiculous.
#72
Quote from: Ghost on Mon 10/03/2014 00:29:03
Im on Win7 Home Edition myself, using German language settings. The line displays normally for me, so it may be something with the regional settings?

Same here, no problems with the line!
#73
Thanks a lot to everybody that voted, that was there last night and congratulations to all other winners and nominees. It was a blast and I'm very happy that The Art of Dying won Best Programming and Best Non-Adventure Game! Now I'm super-motivated to work on more games with AGS! :)

I wasn't there in the client because it kept crashing with the invalid string length exception so I have no idea what happened with lesbians and peep shows. Unfortunately.
#74
The technical limitations in Unity Free are there but they aren't massive. You can't use your own custom shaders for example - but it doesn't limit the amount of assets you can have, the texture sizes or anything like that. It's perfectly usable to make a game with.
#75
No that's the problem, Wyz used what's generally called a simplified cost model (that's why he gave every 'action' a cost of 1) - as he said, that's not realistic, it's just meant to give you a rough idea! :p
#76
My code checks the boolean array and calls a function as soon as it finds one true value in it. That's what Miori asked for I believe. Your code does the same except it doesn't break out after finding a positive result and instead always goes through the entire thing and reports the amount of true elements in the array. Two different things - but upon rereading the OP I'm pretty sure my code does what Miori wants! :)

As an aside, I had compleletely forgotten whether or not AGS allowed passing arrays of primitive (build in) data types like in your function, Snarky, C-style. I'm too lazy to test it right now but are those values from the array argument passed by value or by reference (the latter being the standard to save memory in other common languages)? Can anybody confirm?
#77
Nope, there is no shortcut in AGS script. So you're going to have to do it the old-fashioned way:

Code: ags

#define SIZE 4

bool bitvector[SIZE];

int i = 0;
while (i < SIZE)
{
    if (bitvector[i])
    {
        runCode(); // do whatever you want to do
        i = SIZE; // break out of the loop
    }
    i++;
}
#78
Thanks abstauber! I'm glad the source is proving useful for some!
#79
It's the same guy that's been banned at least once before. Keeps re-registering I guess?
#80
I gave this a try earlier. I'm a very big Sherlock Holmes fan (but only the actual original novels) so it was nice to see an AGS game about Holmes and Watson. The background and character art/animation was great (although I noticed some characters were ripped from Indiana Jones and the Fate of Atlantis) but clashed heavily with the high-res font and, more importantly, all the interface art which looked very rushed. I stopped playing after a bit because I didn't really enjoy the puzzles but I liked how you stayed relatively true to the universe!
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