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Messages - Gilbert

#961
You missed one.
Code: AGS

           (__)
           (oo)
    /-------\/
   / *     ||
     ||----||
     ^^    ^^
 Ask Whole Cow

Yeah. I know. It is pretty lame.
#962
Site & Forum Reports / Re: Forum upgrade
Mon 08/10/2012 03:09:03
BTW, before the upgrade, there are texts mentioning something like "This activity has ended, bla bla bla..." (I forget the exact wordings) when you locked a thread in the Activities & Competitions forum, but they are gone now. Is it possible to restore that?
#963
Okay. Done.  :smiley:
#964
Yeah. Go ahead WHAM. One suggestion though, is that maybe you should keep the game's name on the subject each time. That only the chapter's title was shown in the topic and that the whole thread's name changed whenever a new chapter started was quite confusing. Something like "gamename - chapter x" would be better.

BTW, would you like me to lock the thread of the last game now, or do you want to keep it open for a while to receive more comments?
#965
General Discussion / Re: DX10 and up
Fri 05/10/2012 02:46:55
Same here. XP at home and 7 at work.
I'm actually okay with upgrading as XP has been released for more than a decade now. The problem is, I am not willing to pay a fortune for upgrading a system OS.
#967
(Merged with the plugin's thread.)

I'm not sure as I have never used it, but since the plugin is rather old there may be some compatibility problems (people more familiar with the plugin may be able to share some light on this). You may also try the module version which is a bit newer.
#968
The problem is, if they are OGG Theora files (as mentioned by Vince 12) they're most likely embedded into the game's data files, so you cannot remove/replace/rename them.
#969
Seeing that the problems mainly lie in the cutscenes, maybe it is some driver settings related to video-codecs/directplay/media-player/whatever which are responsible in playing them (I don't have this game, so it's just my wild guess that the cutscenes are FMVs).
#970
I suddenly remembered that on some systems you may experience problems related to performance settings. See this for details (and guess who started that thread :=).
So, if you haven't done so, try to experiment with the performance settings (or whatever they're called in your system, as long as it provides a means to change them) and see whether it works.
#971
Also, try this fix. It may not fix your problem, but worth a try.
#972
Tramponline is just trampoline used by Ponch. :=
#973
What specs does this other computer have?
You may try the workaround from this thread and see whether it fixes your problem.
#974
Read the announcement on the top of this place, or specifically, this thread.
#975
Haven't really read the codes thoroughly yet, but my guess is that it's caused by the blocking animation of the asteroid (Asteroid1.Animate(0, 1, eOnce); ). I don't know where exactly the entities are on the screen, but it's possible that the asteroid crashes with the star quite frequently (making AreThingsOverlapping(Asteroid1.ID, STAR.ID) true from time to time, note also that the delay used here is only 3 frames as you subtract 50 from globalint 3 every frame) and occasionally they don't crash giving you a bit time to response (as there're some randomness in the placement of the asteroid).
#976
The Rumpus Room / Re: Happy Birthday Thread!
Thu 06/09/2012 06:08:14
Nah. I don't want those islands personally. They're not kinky enough!
#977
The Rumpus Room / Re: Happy Birthday Thread!
Thu 06/09/2012 05:01:51
Hah Thank you. :D Even though it's 2 days late.
#978
Quote from: Pub master on Mon 27/08/2012 03:37:11
apart

So you are going to stay away from this? mmmmkay :=
#980
Quote from: Sslaxx on Wed 15/08/2012 14:58:57
Would being able to refer to the music/sound files by their AudioCache index number be at all a useful compromise there?
Yes. As I mentioned the sound clips are already numbered internally. Being able to address the clips directly with these numbers would be the most appropriate.

Quote from: Crimson Wizard on Wed 15/08/2012 15:20:54
First of all, this is bloated because you have to do this in script "by hand". To think of this, every array in the game (characters, etc) is being constructed like that on startup, only internally. Here in this example I constructed my own "alternate" array of game items. Is there so much difference between getting a random item by number from "original" or "custom" array?
This is very stupid. If as you mentioned, every array is already constructed that way internally, then there isn't much reason to waste time(and probably memory) in constructing more arrays manually when it is not necessary. You seem to think that the random sound example I mentioned is the only use of this feature but as I already pointed out, this is only a quick random example of how this can be used. In fact, there are numerous uses to this and you already mentioned earlier, that one use is to iterate through all the clips for some reasons, which cannot be done with the clumsy manual assignment way. Also, if it's done the way sprites are handled we don't even need to have an internal array. The point is to address the items by numbers. For sprites, while they're assigned automatically some numbers during import, you can change their numberings manually afterwards in the editor, so you can assign whatever "meaningful" numbers to them you like. (So sprites aren't really arranged in an array, as you can say have sprites #1,2,3,100,101,102 with #4-99 non-existing.)
Quote
What if you won't have to write this in script, but manage items in project folders having editor/engine do the rest?
This could be useful, but as I mentioned don't focus on just the random sound example. Sometimes I will need to have the clips arranged in a certain order for more complex stuff(such as using a formula in determining which item to use) so it is ideal to have numbers attached to them like the sprites.

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Then, addressing items by their array index may cause troubles because their positions may change in the future. You'll have to keep an eye on that every time you add/remove/change anything.
If they are implemented like sprites as mentioned above this isn't a problem, as the numbering of existing items will not be renumbered by the editor every time you add/remove/change anything.

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Option 1
No objection there.
QuoteOption 2
As I mentioned it is not limited to simple things like random sounds. If you think just being able to group items according to different criteria is enough this is your own preference. I actually abuse using the sprite numbers a lot, by say, choosing an appropriate sprite to display based on the result of a formula according to different parameters. Numbering the sprites appropriately can get the job done clean and straight and if you fear that people will not understand your own moonspeak, you can just put a few lines of comments to explain the numbering system. This is much more better than throwing in 100+ "descriptive" lines of assigning items to a custom array, which is prone to errors and is inconvenient.
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