Hey but... I know Storybeasts! Why haven't I liked their Facebook page yet?! 
Thanks a lot for pointing it out
I didn't know they shared my post and that's great!

Thanks a lot for pointing it out

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Show posts MenuGUI.TweenPosition(float timing, int toX, int toY, optional TweenEasingType, optional TweenStyle, optional startDelay, optional timingType)
GUI.TweenSize(float timing, int toWidth, int toHeight, optional TweenEasingType, optional TweenStyle, optional startDelay, optional timingType)
Quote from: Trapezoid on Tue 19/05/2015 22:55:08
Awesome! I did something similar for MI2 here (with some analysis.)
Quote from: Trapezoid on Tue 19/05/2015 22:55:08
I'm working on one for Day of the Tentacle too.
Quote from: Trapezoid on Tue 19/05/2015 22:55:08
It's really interesting how much puzzle dependency charts have been talked about lately, and how rarely they were before.
Quote from: GinnyFromThePast on Sun 17/05/2015 18:35:11
I always go back to an old article on this topic: http://junk.dk/puzzle/
Quote from: GinnyFromThePast on Sun 17/05/2015 18:35:11
Another thing you might find useful, as an exercise, is to write how you experienced a game or a story, as close to the experience as you can (maybe pause in the middle to write). Write about what you felt, where you were frustrated, how you perceived things.
Quote from: GinnyFromThePast on Sun 17/05/2015 18:35:11
perhaps it would be better to see titles+snippets, and then I could open each post separately.
Quote from: Andail on Mon 13/04/2015 12:07:13
If you're interested, I would gladly share the design document with you guys, and you could give me some feedback on the ideas?
Quote from: Snarky on Wed 25/03/2015 22:29:33You've probably nailed it! This is from 0,0 to 319,199.
Interesting. It looks OK in theory... Might be that 320x200 somehow uses a subsection of a 320x240 canvas, and for some reason the bottom, not the top part. If I were you, I would test by rawdrawing a line from 0,0 to 320,200 (or rather, 319,199) and see how it appears.
Quote from: Snarky on Wed 25/03/2015 22:29:33
The other thing I would address in this code is the DrawingSurface* in the struct and in the PlanetForming() function. There's absolutely no reason for that to be part of the PlanetStruct, or for you to grab and release GetDrawingSurfaceForBackground() twice for each planet. It's always going to be the same! Just grab it once before you enter the loop and release it afterwards, and don't store it as part of your data at all.
//GalaxyMap.ash
struct PlanetStruct {
int coord[2]; //for storing X and Y coordinates
DrawingSurface* s;
};
import PlanetStruct Planet[5];
//GalaxyMap.asc
PlanetStruct Planet[5];
function repeatedly_execute_always()
{
// This is the script that shows both the current mouse.x and mouse.y
// AND a Display text when hitting a planet's coordinates
String x = String.Format("%d, %d", mouse.x, mouse.y);
player.SayBackground(x);
if (player.Room == 1) {
int n = 0;
while (n < 5) {
if (mouse.x == Planet[n].coord[0] && mouse.y == Planet[n].coord[1]) Display("Planet: %d", n);
n++;
}
}
}
export Planet;
//room1.asc
// Creates a given amount of planets, randomly placed over the screen
// Stores their X and Y coordinates and displays them next to them
function PlanetForming(int totalPlanet)
{
int n = 0;
while (n < totalPlanet) {
Planet[n].s = Room.GetDrawingSurfaceForBackground();
// Probably ultra-spaghetti. I was trying to keep the pixels a little far from the corners of the screen.
int rX = Random(Room.Width-10)+10;
int rY = Random(Room.Height-10)+10; // Same as above
Planet[n].s.DrawingColor = 15;
Planet[n].s.DrawPixel(rX, rY);
Planet[n].s.Release();
Planet[n].coord[0] = rX; // Store the X coordinate of the drawn pixel
Planet[n].coord[1] = rY; // Store the Y coordinate of the drawn pixel
// Next to each planet, write it's current x and y coordrinates
String st = String.Format("%d, %d", rX, rY);
DrawingSurface* t = Room.GetDrawingSurfaceForBackground();
t.DrawingColor = 15;
t.DrawStringWrapped(rX, rY, 25, eFontfntTiny, eAlignCentre, st);
t.Release();
n++;
}
}
function room_Load()
{
PlanetForming(5);
}
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