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Messages - Knox

#401
Ive been using Monkey's script for a while, but I was wondering if this is "as good"? What do you think guys? Can this help joseph?

Code: ags

void SwapInventory(this Character*, Character *otherCharacter)
{
  if (otherCharacter == null) return;
  int iItemCount = invInventory.ItemCount;
  int i = 0;
  while (i < iItemCount)
  {
    InventoryItem* iItemName = invInventory.ItemAtIndex[i];
    if (!otherCharacter.HasInventory(iItemName)) otherCharacter.AddInventory(iItemName);
    i++;
  }
}


I tested it out on my game and it seems to work...is this valid too?
#402
Advanced Technical Forum / Re: 1280 x 800
Sun 30/01/2011 21:06:36
I was wondering if getting 1280x800 would/could be close to the top of the list for the next release of AGS? Relative to the other gazillion requests, how complicated would this be to add higher resolutions to AGS? (like what kind of work does it entail)
#403
Advanced Technical Forum / Re: 1280 x 800
Sun 23/01/2011 23:44:07
Wow, I woud also LOVE to have 1280x800 aswell...so for AGS 3.3, perhaps eh...nice!
#404
 I personally have no problems with Calin's plugin...it works great so far!

I dont think Id be using the swapping much other then for background characters and the main player. Since the main player can be off-duty, and different stages of his life (teen, mid, and old), Id have way too many anims to do!

I think using like 2 characters (one for head, one for the clothes) is a good idea,but also Calin's suggestion to draw it on directly is also cool...too bad we cant put buttons on characters, that way I could just update the button's view + loop!

Maybe a stupid question: Is this something that we can do, add "buttons" to characters in the editor?
#405
Hmm, didnt think of that one! Ill try fiddling around with that then...Ill let you know of my progress!

thnxc :)
#406
I was wondering if there was some sort of module (or if its even possible) to have layers on characters so an endless amount of variation is possible for faces, hair, clothes, etc...

With some help, Ive already got a nice system that already does that for my speech portraits ( which is pretty cool :) ), but Im realizing I would need this for the character's walking/running, picking up anims aswell (and any other anims of course).

Also, is this kind of thing "heavy", as in storing the variables, playing various animations at the same time, etc...is there a way to do it so that its 1 character for 3 layers: head, clothes and "props" (hat, glasses, facial hair)...
#408
Double-posting just to make sure this hasnt slipped through the cracks :P
#409
AH ok! Works nice.

thnx
#410
I was about to post a similar question, and if Mods doesnt mind me asking a question in his thread:

I was wondering if these scripts can be used in this situation (Im not sure because I tested the above scripts but sometimes certain numbers were returned multiple times in the test script I included at the bottom of my post):

Say Ive got 50 different gameplay events and each can only be played once. A script chooses randomly an int (from a number pool between 0 and 50).

From the returned int, its corresponding gameplay event gets chosen and its corresponding room is shown (with gameplay)...once played + completed, its corresponding int gets removed from the number pool forever, so that its corresponding gameplay event never gets chosen randomly again.

To quickly test (to see if I understand this), I tried using the above code in this way:

Upon clicking a "test" button:
Code: ags

ShuffleRand();
Display("%d", GetRand());


Im expecting that after 51 clicks on that "test" button, all the numbers would have been displayed only once, in random sequence until finally -1 gets returned each time after all numbers are exausted...right?

I think Im not using those lines right though because testing this, numbers get repeated and the number pool doesnt seem to "diminish".
#411
Ive noticed that in the game settings you can specify in what size chunks you want the compiler to split the resource files, however is there a way to apply this to the acsprset.spr file aswell?

My sprite file so far (compressed) is about 400mb, i was just wondering if it would be useful in any way to split that up? Uncompressed, its uh...1 gig, heh  :P
#412
Hey Wyz!

Well its something I know I cant do myself (for now anyways), so if no one else is interested, I'll be patiently waiting :)
#413
Hi,

I know there a few good programmers here that could help me with something. Someone started a while ago this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37030.0

I was wondering if anyone here is capable + willing to write a plugin that uses the graphics card (so its not laggy)...it would simulate this effect more or less:
http://www.youtube.com/watch?v=7PNV09vPq8o&feature=related

Its for a full-screen 1024x768 "drunk" effect applied over everything in the game (gui's, characters, animations, etc), that I would later combine with other scripts (like a drunk-mouse that Im getting help with, and custom drunk-walk animations, etc)...is it possible to do this so that the FPS doesnt go below 30?

If someone is interested (with pay) please PM me!
Thanks!!

ps: Im serious about pay, negotiable (via paypal).
#414
Oh man I just noticed there's a section for this kind of thing, Ill post it in there too.

Thnx for the nice words Monkey, but Im only generous to people I like ;)

ps: Yes, Im not "trolling", lol!
:P
#415
Is it possible + fairly "easy" to change the order of folders in the Sprite Editor by click-dragging? Right now we cant change the order of folders, the only way is to remame them and swap folder contents.
#416
Hi,

I know there a few good programmers here that could help me with something. Someone started a while ago this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37030.0

I was wondering if anyone here is capable + willing to write a plugin that uses the graphics card (so its not laggy)...it would simulate this effect more or less:
http://www.youtube.com/watch?v=7PNV09vPq8o&feature=related

Its for a full-screen 1024x768 "drunk" effect applied over everything in the game (gui's, characters, animations, etc), that I would later combine with other scripts (like a drunk-mouse that Im getting help with, and custom drunk-walk animations, etc)...is it possible to do this so that the FPS doesnt go below 30?

If someone is interested (with pay) please PM me!
Thanks!!
#417
hmm, ok, Ill take your advice and just let it be the way it is. I just really wanted a prompt to let the player know exactly where their save games are located, instead of putting that info in a manual or something (which most people never read). Ive got a script that takes screenshots + saves them to the same location, so for people taking screens, I wanted something like: Your screenshot "screen01.bmp" has been successfully saved to "c:\blah"...too bad the default folder $SAVEGAMEDIR$ cant be used.

Minor thing anyways, Ill live without it...(but Ill have nightmare-filled sleepness nights for 3 weeks)
#418
Ok so something like
Code: ags
 String sPath = Game.SetSaveGameDirectory("thepath");


My game-saves get placed automatically into:
Code: ags
C:\Users\*username*\Saved Games\*gamename* 


Im guessing depending on the user's OS this location will be different? So by using the "Game.SetSaveGameDirectory" I can force the savegames to be placed there instead...I guess I need to do something like (pseudo code):

Code: ags
 String sPath = Game.SetSaveGameDirectory("if it exists c:/Users + the system user name + saved games if it exists + game name");


If those folders dont exist, then create them, etc...
#419
ahh crap, ok so nothing can be done then to get that path as a string inside a Display.

Okee...
#420
hey cool i was looking for something like this in my game, gonna put it in twice just to make sure people notice!
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