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Messages - GarageGothic

#1061
Thanks monkey! I was aware of your module, but hadn't taken a closer look at it since I already had my own linebreak code. Now I'll definitely check out how you've set up the String array returns.

My problem was that I wanted to write a linebreaker that returned the first part of the broken String and updated the original String to only contain the remaining text, but as it turned out you can't change the String that the function was called on. This way I could simply return an String[2] array containing both Strings (I'm not interested in breaking the entire String at once because line length may change between lines, and the calling function needs to parse some html like tags that influence the rendering and text width).

Once again, thanks for pointing me in the right direction!
#1062
I think you should definitely stick with the original Sonny Bonds look, and the current hair is a good approximation though maybe a bit unkempt.

Just as a curiosity, it seems that Sonny did in fact adopt the classic cop look in his later days. This is Lt. Sonny Bonds as he appears in the tutorial level of SWAT 4, complete with buzz cut and cop moustache:


It always struck me as odd that Sonny started out with black hair, then bleached it for his undercover work at the end of PQ1 and never returned to his original hair color. I don't remember any of his colleagues ever mentioning it in the later games, though I couldn't imagine something as metrosexual as bleaching your hair passing without remark in a macho cop environment.
#1063
This is really interesting, I had no idea you return an array. This will make a couple of my functions that return coordinate sets much easier to write, possibly also linebreaking code.
#1064
Thanks Mr. Matti, now I just have to wait 10 minutes for the download to start  ::)
#1065
Congrats on finishing the game! I've been looking forward to Downfall since it was announced - the unique art style really appeals to me. But is there any chance you could upload the demo somewhere that doesn't require an account?
#1066
Quote from: Darth Mandarb on Fri 15/05/2009 19:30:51Granted if the setting of the game is the 70s it'd fit right in but he might need a bushy[ish] mustache as well!!

And don't forget the cop glasses!
#1067
If he only has to play the game and not be able to edit it, you don't need to include the AGS software. Just choose "Build EXE" (or press F7) in the editor to compile your game and then send your friend the contents of the "Compiled" subfolder in the folder for your game.
#1068
I think it looks great, very nice style you've come up with. I do notice some of Val Kilmer's features, but it's not really a big deal. You could try changing the lips if you think it would distract people. Also perhaps tone down the blue in the eyes a little for realism.
#1069
Just to clarify, there's no such thing as "proper indentation". There's a multitude of different indent standards, and it's highly subjective which one is more readable (I prefer what the Wikipedia article calls "banner style", though I had no idea there was a name for it - it's just what seemed most natural when I started scripting in AGS).
Your main concern should be to choose a style that makes the logic of the code clearer for you, and hence makes the code easier to troubleshoot. But of course it's a good idea to use a structure that others can also understand - especially if you plan on posting code on the forums when asking for help.
#1070
Code: ags
function hHotspot4_UseInv() {
  if(player.ActiveInventory==iLeaves) { //you were missing a  bracket here
    Jason.Walk(83, 137, eBlock);
    Display("You put the leaves into the empty campfire.");
    player.LoseInventory(iLeaves);
    Leaves.Visible = true;
    }
  else Display("You can't throw that into the river.");
  }
#1071
You can just change Character.x and Character.y directly to instantly transport the character to those coordinates.
#1072
In this thread, CJ clarified that there's no longer any height limit for rooms, but that the pathfinder doesn't scale well to large rooms which is probably causing your slowdown.
#1073
General Discussion / Re: 3d Realms
Tue 12/05/2009 21:00:08
Quote from: InCreator on Tue 12/05/2009 16:49:21
I still liked Shadow Warrior more. Why isn't sequel announced to this one? This would be a game I really cried if sequel was cancelled.

Same one-liners, but actually funny ones, not macho bullshit.
And much cooler weapons... like nuke launcher?

Shadow Warrior was fun (and sticky bombs were awesome), but I always thought Blood was the ultimate Build engine game (hell, I even coordinated a mod for it - which technically is still in development, been meaning to finish it when I get the time). A kick-ass antihero who looks like a cross between The Saint of Killers and The Phantom Stranger, spouting one-liners from the Evil Dead movies, blasting Lovecraftian cultists with a sawed-off shotgun in each hand or setting zombies on fire with an aerosol can and a zippo. What's not to like?

I keep hoping Monolith will pick up the franchise again sometime and give us proper sequel (let's try to forget that Blood 2: The Chosen ever happened).
#1074
Oh, excellent. I hadn't tried compiling, I just noticed that changed source files weren't updated in the cache after closing/restarting the editor. Thanks for the explanation.
#1075
CJ, could you please explain how the new AudioCache folder works? It seems that it stores all imported audio files so that the Sound and Music folders are obsolete once the game has been converted to 3.2? If this is the case, perhaps some kind of "Update from source" feature would be appreciated since the internal naming convention is far from transparent (e.g. au00000B.ogg).
#1076
Quote from: Pumaman on Sun 10/05/2009 23:03:08
QuoteEdit: Also, are there any plans for allowing us to play back Speech audio through regular AudioClip functions -  something like aSpeechEgo1.Play()? Currently there seems to be no way of accessing those lines short of the normal Dialog/Say functions.

Speech has deliberately been kept separate from these audio changes, however some sort of PlaySpeech command may well be added later.

I'm crossing my fingers that this will be implemented eventually. It would be super neat to use the Panning feature to distinguish speaking characters by their position in the room, and direct access to voice files (instead of workarounds like temporarily moving the character to the current room and turning him invisible) would make it much cleaner to script for instance a dictaphone interface like the one in GK1. Not to mention that it would allow us to script background speech with voice without having to store the voice audio as sound effects.
#1077
Thanks for pointing out the Panning property, Dualnames, I had missed that - excellent addition CJ, many thanks! I look forward to playing around with that for my footstep sounds script.

I love the new audio system, seems to work great. But would it be possible to add an AudioClip.Length property? Perhaps it makes more sense with an AudioChannel.Length (since all the get/set position functions are called on channels), but I would find it quite practical to be able to retrieve the length of each clip without actually playing them.

Edit: Also, are there any plans for allowing us to play back Speech audio through regular AudioClip functions -  something like aSpeechEgo1.Play()? Currently there seems to be no way of accessing those lines short of the normal Dialog/Say functions.
#1078
I'm happy to hear that you're finding the module useful. As for your problems, are you running AGS with the "Use low-res co-ordinates in script" property set to true or false? I haven't had time to test the module since the hi-res screen coordinates option were introduced, so there's likely to be some conflict - I will fix this as soon as I can. I don't think the shadow sprite is necessary for the module to work, nor should the original coordinates of the pixelperfect object make any difference.
#1079
Haha, I remember that one, MrColossal. Fun little game with some good and surprising uses of non-original music. I even still remember a couple of the puzzles.
#1080
General Discussion / Re: Lens flare!
Sat 09/05/2009 18:09:44
Quote from: MoodyBlues on Sat 09/05/2009 17:36:01Hey, what gives?  I didn't get any extra lives!

How would you know, did you try killing yourself before posting? If so the cheat must have worked (either that or you're a ghost... are you posting from a Ouija keyboard?).
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