EDIT: Got in late tonight, make that tomorrow!
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Show posts MenuQuote from: Crimson Wizard on Fri 06/09/2013 08:59:29Ah I didn't know that! You're right, now it works when I remove the line that doesn't make sense (keeping it just at mouse.EnableMode(modeList) works). I mainly used "void" cause Monkey was using it and well, he's cool.
The 3.2.1 and earlier versions AGS let this through, but the new engine is bit more restrictive (this helps to find errors in script). Compiler should be changed appropriately.
Quote from: Crimson Wizard on Fri 06/09/2013 08:59:29Ok, so should I use "function" instead of "void" for EnableAllModes()?
As for fixing the error, I suppose it is not an engine bug, but a compiler's one. It should not let to use "void" in the expressions like that.
void EnableAllModes(this Mouse*)
{
//enable all mouse modes...
int i;
while (i < Game.MouseCursorCount)
{
if (mouse.EnableMode(modeList[i]) == false) mouse.EnableMode(modeList[i]);
i++;
}
}
Quote from: Trapezoid on Wed 04/09/2013 21:35:39If the game designer tries to make various responses/animations to most hotspots for almost every verb, adds hotkeys to each verb (walk, talk, interact, inventory)...then is a Sierra-Style interface "acceptable"?
In adventure games, maybe the problem isn't having too many verbs, but the fact that most verbs are useless for most hotspots. The game world is not as interactive as the interface implies.
If the player wants to push a Coke machine, why not have a generic shoving animation, even if it doesn't accomplish anything?
Quote from: Nefasto on Fri 30/08/2013 02:06:00
Have you tried Build -> Rebuild all files? This should resolve the problem.
Quote from: Crimson Wizard on Wed 04/09/2013 09:22:14
Hmm, I am scratching my head; I spent 30 minutes to make an experimental build with 1280x720 resolution, and haven't seen any problems except for some glitches related to zooming in the room editor. Unless I am missing something terrible, this (adding custom resolutions) might be easier than I expected.I will return to this in a short while.
Quote from: Trapezoid on Thu 29/08/2013 22:58:41
B. The player is robbed of that lightbulb-over-the-head moment. Instead of being rewarded for wondering if they can push Edna, they're merely checking to see what would happen if clicked on her, like they do with every hotspot, and the specifics of the resulting action are unexpected. The feeling of control is diluted.
Quote from: Crimson Wizard on Tue 30/07/2013 10:11:35I'm currently in the process of transferring my game to this early alpha version (hope its not "too early" to do that) since I really need to use the no-limits feature. Since I have to redo a lot of stuff (replacing old hacks to get around the limits), I figured, why not upgrade my resolution to 1280x720 at the same time (I was going to do that eventually anyways)...Quote from: GarageGothic on Tue 30/07/2013 10:01:52No.
Does this build have the experimental resolution options=? Tried the widescreen variant the other day.
Quote from: David OstmanHaha same here...I have a feeling they thought they could just show up and people would throw money at them because they used to work for Sierra or something. In one of the interviews Jim Walls even mentions they "need to get a team together". Doesn't look like they put much thought into it at all.
I remember when I was listening to the livestream when Walls first spoke about this project, revealing that it was in the making, and I got mighty excited.
Then this Kickstarter comes up, and I watch the pitch video, and my heart just sinks so deep it splits in two at my crotch and each shattered half settles down in the soles of my feet.
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