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Messages - Lt. Smash

#161
I would like an inbuilt audio/video manager, were you can put your files in. Using the manager you can play audio/video.
And it would be nice if videos would also be compiled so there is no need to put them into the compiled folder.
#162
'.Text' is not a public member of 'GUI'. Are you sure you spelt it correctly (remember, capital letters are important)?
The error message is self-explanatory.
It means that you can't set a .Text for a GUI. If you want to display text on a gui, you first have to create a label (its name normally starts with lbl...) and then use Label.Text.

after creating lblStatusline you can use
Code: ags

lblStatusline.Text = Game.GetLocationName(mouse.x, mouse.y);

in repeatedly_execute.
#163
RSS feeds would be really informative. Or something like an information webpage.
It could contain links to tutorials, informations about the new editor, tips for beginners,...

----
It doesn't really belong into this thread but I have this idea and want to tell it.
It would be nice to be able to open a realtime help as a new frame window in the editor. It would be on the opposite site of the tree and would automatically open the page with the informations you would need at the moment.
example: You open the view editor and the help opens the page 'views'. Or when you click on a function, property in the script editor, the help would open the proper page.
----

ps: an option to open the information page(start page) somewhere in the tree to the right/left would be great.
#164
whatever type you want to return must be infront of the custom functions name.

so:
Code: ags

//return a String:
String function_name (optional arguments)
{
  ...
  return String; //String can be "Text" or an already declared String datatype
}
//return an int:
int function_name (optional arguments)
{
  ...
  return int;
}
//you can also use float,byte,char

//return a bool:
bool function_name (opt arguments)
{
  ...
  return bool;
}

//in all this functions you have to return a datatype
//but if you don't want to return anything then:
void function_name (optional arguments)
{
  ...
  [return;] //you can write this but you don't need to
}

//the AGS-specific 'function' -function allows you to return ints or nothing (like void)
#165
sounds useful. Onto the implementing list :)
#166
thanks Chris for adding all these great things to the new editor 3.1.
but I have some things that I would like to see in a future version of ags to make it 'mega' ags :):

!- System.Windowed should also be settable.
!- System.GraphicsFilter(enum filter) should be added as gettable and settable. So we are not forced to use winsetup.exe any longer.
- Option to change dialog options color.
- Change hotspots/objects description names via code.

I know the first two are much work to implement but they would be worth that effort.
And the other ones are just some little things that would be really helpful as there is no easy workaround. (at least for the last one).
#167
I suggest to add this onto the implementing-list:

- Option to choose simple or advanced dialog creation.
     Simple: As it is.
     Advanced: You can use normal code:
In the dialog editor you set the options with attributes for Optiontext and textcolor. Show and Say aren't needed.
When you add a new option, the code editor adds:
Code: ags

if (DialogOption[NR].Clicked == true)
{
  
  Dialog.ShowOptions();
}


In the end it could look like:
Code: ags

Dialog.Start();
if (DialogOption[0].Clicked == true)
{
  player.Walk(12,12);
  player.Say("Txt");
  cPlayer2.Say("Txt2");
  DialogOption[0].SetState(eOptionOffForever);
  DialogOption[1].SetState(eOptionOn);
  Dialog.ShowOptions();
}
else if (DialogOption[1].Clicked == true)
{
  player.Animate(xxx);
  player.Say("txt")
  cPlayer2.Say("Txt2");
  Dialog.ShowOptions();
}


This is just a recommondation of how this could be implemented.
and I don't see why there is this simple dialog editor while there is no interaction editor.
#168
when you go and add this calltips for other functions, it would be nice if you add them also for variables like player.x = Sets the current players x feet position.
#169
Quote from: GarageGothic on Sun 06/07/2008 16:26:30
Quote from: Lt. Smash on Sun 06/07/2008 11:54:25- Ability to write: surface.DrawingColor=RGB(12,33,234);(if this is possible?) instead of using the colours tab and searching for a color number.

You could try:
Code: ags
surface.DrawingColor = Game.GetColorFromRGB(12,33,234);

Oh. Ok, then this is already implemented.
#170
Quote from: Pumaman on Sat 05/07/2008 23:21:19
* Added support for calltip help text if you put a comment starting with /// on the line before the import declaration. I've added this text for the String, DrawingSurface, Character and Game methods, and would appreciate your feedback as to whether it's useful enough to bother going through and doing it for the rest of the script commands.
This is a very nice and useable feature. But it would be even better if you seperate the text from the fill-in advice or at least highlight it. Look for example at the freeware java eclipse platform.
Some other things that would be nice for the script-editor:
- Ability to drag and drop selected code.
- If the autocomplete dialog opens for enums etc. don't close the calltip dialog.
- If the cursor stands after a '}' and I hit enter, the '}' shouldn't move back one tab.
- Ability to write: surface.DrawingColor=RGB(12,33,234);(if this is possible?) instead of using the colours tab and searching for a color number.
- Ability to wheter choose if the editor should automatically close curly braces.
so if the player writes { and hits enter, two new lines will be added. One empty with the active cursor in it and one after with a closed bracket.

The other improvements are very helpful and I hope that some more of the AGS wishlist (like ability to change hs und obj descriptions via code) will be added.
#171
Quote from: SSH on Sat 05/07/2008 17:21:03
Quote from: Pumaman on Fri 04/07/2008 18:53:59
Default values for parameters are stored by the compiler as 16-bit ints, therefore they're limited to 32000.

The manual says shorts go from -32768 to 32767, is it wrong?
no this shouldn't be wrong.

normally shorts go from -32768 to 32767. (cause (â€"2^15) to (2^15 â€" 1))
integers from -2147483648 to 2147483647. (cause (â€"2^31) to (2^31 â€" 1))
#172
OR you can use the new Global Variables pane from the 3.0.2 editor.
#173
where you prompted to wheter use alpha-layers when you imported your sprites?
If so try importing your sprites again but don't use alpha-layers.

Maybe you have such a layer for the fully transparent part around the sprite.
It seems that AGS can't handle alpha-layers for pixel-perfect click detection.
#174
I also think that codes for guis should be seperated.
Room events (also hotspot, object events) could also be rearanged everytime I add a new event.
F.e.
You have:
Code: ags

function room_RepExec()
{

}

function hHotspot1_Look()
{

}


and now you add room_FirstLoad()
Oh you remember you want to add a Hotspot_Interaction.
after some time it will look like this:
Code: ags

function room_RepExec()
{

}

function room_FirstLoad()
{

}

function hHotspot1_Look()
{

}

function hHotspot1_Interact()
{

}

function room_Load()
{

}

function room_AfterFadeIn()
{

}

function objObject_Look()
{

}

function objObject_UseInv()
{

}

now wouldn't it be nice to have:
Code: ags

#sectionstart ROOM
function room_AfterFadeIn()
{

}

function room_Load()
{

}

function room_FirstLoad()
{

}

function room_RepExec()
{

}
#sectionend ROOM

#sectionstart HOTSPOT1
function hHotspot1_Look()
{

}

function hHotspot1_Interact()
{

}
#sectionend HOTSPOT1

#sectionstart OBJECT
function objObject_Look()
{

}

function objObject_UseInv()
{

}
#sectionend OBJECT

updating and rearranging automatically if you add a new event.
#175
sounds nice  ;)
pitty the link is down.  no was just my computer
#176
bug found

Code: ags
Mouse.ChangeModeView(eModeWait, -1);
does not stop cursor from animating (as explained in the help), it crashes game.


[edit]
fixed typo.

@skuttleman: It was just a typo. The crash occours with ChangeModeView.
#177
I'm just refering to my two already suggested improvements and hope that they will be included in a 3.03 (or 3.1?) version of the editor;

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34365.msg451518#msg451518
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34365.msg451928#msg451928
#178
have you tried using DynamicSprite.CreateFromDrawingSurface and DynamicSprite.CreateFromScreenShot?

DynamicSprite.CreateFromBackground just copies the rooms background image and not your drawings above it.
#179
I also had this problem. You just have to go to the rooms event list and delete the room_AfterFadeIn from the "enter room after fade-in"-event.
Or you make a new function in the room script:

Code: ags

function room_AfterFadeIn()
{
}
#180
Quote from: monkey_05_06 on Fri 23/05/2008 06:16:15
Gold Dragon I think the problem here is that the cursor is being reset to eModeWait every single loop, so it never gets a chance to animate. Maybe the best option here would be to manually animate it by keeping track of the current graphic with an int variable and then using mouse.ChangeModeGraphic.
yes that's what I did. And the problem is exactly as you said.
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