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Messages - DoorKnobHandle

#942
Again, you can assign variables to classes in AGS the same way you can in C++.

Glad you sorted the problem out!
#943
Quote from: Anteater on Fri 22/05/2009 23:11:57
It's at times like this that I miss C++  ;D

For the record, C/C++ doesn't exactly take kindly to null pointers either.
#944
First of all, excellent job. What you do on youtube is heavily appreciated and I found myself often stumbling over one of your walkthrough videos. I'm sure it also attracts many new people to AGS (games).

I have to say I'd really like to see a walkthrough of one of the games I had something to do with, not very creative but that's the way I feel - the one that could work the best would be the FoY demo maybe? It makes sense if you only want to do full games though, no worries.

Keep it up in any case!
#945
I picked 99 because giving something a probability of zero percent wouldn't really make sense... :) So, the int rand would be anything from 0-99 but I'd actually think of the number as one more leaving me with probabilities between one percent and 100.
#946
A simple way would be to do this:

Code: ags

// get a random value ranging from 0-99
int rand = Random ( 99 );

if ( rand < 40 )
// the following block of code has a 40 percent chance of getting called
{
      // do the 40 percent thing
}
else
// the rest has a 60 percent change of getting called
{
      // do the 60 percent thing
}


If you only work with 0, 10, 20, 30, 40 etc. percent you can divide all that by 10 of course.

Does that make sense or do you need a more in-detail description?

The above way is a bit simplified btw, it's actually a 39 to 61 percent chance but I guess it doesn't matter with these numbers and it's easier to read like this.
#947
Haha, wow, nice! Do you mean public domain with PD? If so, that would be incredibly nice, I guess it's different enough from Steel Drummer's version.

Good thing I asked here. I should really mark references and original work in the future.

BTW, credit will of course be given if I end up using and animating this one.
#948
Ah, that does strike a bell somewhere, I can't for the life of me find that thread however, I tried searching for all my CL sprite threads and it wasn't there... This is really wierd.
#949
Aw, man. Saw this one too late, if we could extend the deadline for 24 hours I could deliver.
#950
Okay, this is really wierd: for a small project I have worked on a bunch of backdrops this day. Now I found a nice sprite on my old harddrive with a character that goes really well with the background style.

Problem is, I used to study a lot of different people's styles and... I'm really not sure whether this one is original or not. I can't tell.

So I hope that - if I wasn't the one who came up with the character and drew it - the author or somebody who recognizes the work will come here and let me know.

The sprite in question is this one:



The head in particular seems a little 'foreign' to me, I was thinking MrColossal maybe?
#951
Nice and interesting watch, great professor.
#952
Here's a clip with English subtitles from a German 1966 science fiction series:

Rampatrouille Orion
http://www.youtube.com/watch?v=Lvcpz3-UFF4

I love this show, seven 45-minute epsisodes were produced and I have them all on DVD.
#953
I'm hardcore, I use Photoshop/ProMotion/Paint and I really can't give an answer to the "how-long-does-it-take" question as that not only depends on the individual piece but it's also really hard to tell when exactly I start and end working with my workflow.
#954
And, just to make sure, this also means no samples, nothing from outside at all, right?
#955
This degree of confusion even with coders who are experienced (I dare say :) ) just shows how much these two optional ints (x, y) for the DrawSurface function would improve it all, though!
#956
Ah, that was the workaround I said I knew that it existed but couldn't figure out! :) Of course, the .Graphic property!
#957
Quote from: monkey_05_06 on Sun 12/04/2009 05:51:29
As far as drawing on surface onto another...you have to create the surface from a DynamicSprite or room background. And you can create a dynamic sprite from the room background. And it's possible to draw a DynamicSprite onto a DrawingSurface. Given this information it would be possible to simply release the second surface, draw the sprite, and if needed reassign the surface. Granted a DrawingSurface.DrawSurface might be a bit nicer.

I'm not quite getting your post, have you realized that DrawingSurface.DrawSurface already exists and I was merely asking for a way to draw a surface onto another surface somewhere else then at 0, 0? Or maybe elaborate on what you're saying. As I said, there is some workaround (I think) with, like, three temporary surfaces etc.
#958
Hope it hasn't been said before but I'd like to see a nice way to draw a DrawingSurface to another DrawingSurface at x, y (so an additional optional int x, optional int y to the DrawingSurface.DrawSurface function would be what I'm asking for) - or is there a good workaround available that I don't see at the moment?
#959
Being good at using and being good at teaching a language might be two different things but it's impossible that a bad user is a good teacher. I've had "teachers" (actually all the way up to linguistic professors for English here at university) tell me or the group things such as not ever to spell "nonetheless" in one word (make it three words always) or that the idiom "to bite the bullet" doesn't exist and and and. The list is really endless, these are just the two most recent things. One of the worst "teachers" (ironically, he's the English linguistic professor) regularly translates German idioms and sayings into English word by word which he then delivers in his thick German accent.

So, yeah, bad teachers are everywhere, even at a higher level of education (ie. after high school or ecquivalent).
#960
General Discussion / Re: Medical robot
Fri 27/03/2009 14:32:30
The star wars medical robot:



Forgot its name/class but google it and wiser you will be. May the force be with you.
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