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Messages - FanOfHumor

#41
Thanks.I'll do that.Now for the sake of clarity.Since a room's script does not have repeatedly execute always it would not be able to do this script.Right?
#42
I have this script here that seems to totally ignore the else statement.I'm trying to get the character to only be visible while speaking.So what's the problem with this?
Code: ags

  if(cfattymouth.Speaking)
  {
    cfattymouth.Transparency=0;
  }  
  else
  {
    cfattymouth.Transparency=100;
  }  

By the way.This is in repeatedly execute.
#43
How would I place the parameter globrepeatstyle in this function?

function nbobj(Object* GLOBALOBJ, int xpos, int ypos, int objview,int loop,int frame, int delay,globrepeatstyle)

EDIT:
Nevermind. I figured it out.
#44
Thanks khris and snarky.
#45
I have a function that inputs chosen settings into GLOB.Animate.I want the strings text either eRepeat or eOnce to be placed into GLOB.Animate where its needed.How would eOnce and eRepeat be made available as a parameter for a function. I assume there is a better way than using string.
#46
This keeps giving me an error(Invalid use of '*').What's the problem?

String* text=text.Append("eOnce");
#47
When making functions how would a parameter be made as optional?
#48
OK thanks.
#49
It seems that I am going to be asking many simple questions that don't deserve a topic.So I thought I could just ask them here whenever I need to.


So the first question is:
Is there a way to create an animation and then delete it once its finished.I tried using overlays and dynamicsprites but those don't work as well as objects. I heard somewhere that you can't delete objects.So is there another way?
Second question:
Does the mere existence of an object in a room effect game speed at all? Even if its not visible?
#50
Thanks for showing me all that.

About return;. I'm new to it and the manual confuses me on that part.
To be clear.Return can make it go back to the beginning of the function.Am I
right?
#51
I would use overlays for temporary visual animations that are too time consuming to make objects just for something that lasts for a moment.
The function should be non-blocking.I don't know how to do that.
I want the whole animation to happen inside the function.

////////////////////////////////////////////////////////////////////////// (overlay,Xposition,Yposition,startsprite,endsprite,transparent,repeatoronce)
So if I had an overlay called "blah"and I would type animateoverlay(blah    ,320       , 320       ,2             ,13         ,true           ,once)
There are two global integers called repeat and once.
repeat=1
once=0
So if repeatoronce was input as once the function should repeat until it finishes animating and if repeatoronce was input as repeat the function should keep looping forever.Although I don't think I will ever need to repeat it forever.I would at least like for it to run through the sprites once.
The first time the overlay is created its sprite number should equal 2(the startsprite) and add 1 until it reaches 13(endsprite).
You probably already knew all that but at least I hope I made it evinced.

Can't it create the overlay again when it finishes?
#52
I was assuming that custom functions don't automatically loop.Do they?I haven't actually tested this yet where it gets past the errors so I don't know.I was trying to get it to loop until its finished animating from startsprite to endsprite.So I want the function to loop until a set condition.I did loop a function before but it was only one without any parameters.

Quote
if (selectedoverlay != null)
     selectedoverlay.Remove(); // remove previous overlay if it exists
     selectedoverlay=Overlay.CreateGraphical(Xposition, Yposition, startsprite,transparent);

Thanks that helps some.
#53
I'm having trouble with using callroomscript when calling a function that has integers in it.

I get  errors when trying to call animateoverlay().
Code: ags

function animateoverlay(Overlay* selectedoverlay, int Xposition, int Yposition, int startsprite,int endsprite,  int transparent, int repeatoronce)
{
	selectedoverlay=Overlay.CreateGraphical(Xposition, Yposition, startsprite,transparent);
	selectedoverlay.Remove();
	startsprite+=1;
	if(startsprite!=endsprite)
	{
	      CallRoomScript(animateoverlay(Overlay* selectedoverlay,int Xposition,int Yposition,int startsprite,int endsprite,int transparent,int repeatoronce));
	}	
	else
	{
		if(repeatoronce==repeat)
		{
		  startsprite=0;
		}	
		if(repeatoronce==once)
		{
		  selectedoverlay.Remove();
		}		
	}

At first I tried a simple CallRoomScript(animateoverlay());
But it wasn't enough parameters.
Then I tried CallRoomScript(animateoverlay(Overlay* selectedoverlay,int Xposition,int Yposition,int startsprite,int endsprite,int transparent,int repeatoronce)); ,but it had a parse error in expression near int. 
What am I doing wrong.

Also does anyone know a better way of animating overlays?

Thanks.
#54
That's good for me. :-D
#55
Just what the title asks.
Thanks in advance.
#57
ok. I didn't realize AGS games work on scummvm.
#58
Well before I didn't think about asking this crazy question because it seemed unreasonable but I suppose it couldn't hurt to ask so anyways.Could a port of ags be made for nintendo wii?At this moment there are only two gui wii game studios called "Titan ide" and "Wii Game Studio".Wii game studio pretty much is too much out of date to work and titan ide is mainly for making platformers. They both use devkitpro. The libraries for developing a wii game are available at a couple websites but that is very challenging.So what do you say? Is it within reason or a stupid idea?
#59
Can someone give me a link to monoags as built for windows.I just wan't to try monoags I dont want to go through installing visual studio just to try it.If someone could make a temporary link for me i'd appreciate it.
#60
Do the room backgrounds use the original file type or something else?
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