Quote from: AGA on Thu 04/05/2017 05:56:48Well I always prefer when answers are hinted rather than directly googled
Or we have access to that Gogglesearch thing I keep hearing about.

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Show posts MenuQuote from: AGA on Thu 04/05/2017 05:56:48Well I always prefer when answers are hinted rather than directly googled
Or we have access to that Gogglesearch thing I keep hearing about.
Quote from: Crimson Wizard on Thu 30/03/2017 14:03:48
So, the current problem is that -
1) AudioClips do not have any ID property whatsoever. Script-name is not really an ID in AGS, you cannot convert it to basic type and store somewhere (like in file). In fact, script-name is a name of variable that will be declared in your game's invisible built-in script header.
2) AudioClips cannot be meaningfully arranged in the strictly ordered list within editor's UI. Dragging them around folders works, but it is error-prone and easily broken, as Snarky pointed out in one of his posts above.
Quote from: abstauber on Thu 30/03/2017 14:07:46I'm not the one working with it now
It's really not that obscureHave a peek at the lines 300+
Quote from: abstauber on Thu 30/03/2017 14:07:46The thing is that adding a struct to contain all the functions also works indirectly as a namespace. It's much easier to check straight away what comes from which module (we have a billion of them).
I don't know if it's worth the effort making the module OOP
Quote from: abstauber on Thu 30/03/2017 14:07:46Good point. That's what we want, as we will offer several GUIs depending on the hardware and on the user preferences.Quote from: Monsieur OUXX on Thu 30/03/2017 10:29:47Hm... I think it was done to be independent from mouse modes.
Another question: why did you duplicate the enum for user modes? (instead of having eModePull, etc. you have eGAxxx, etc.)
Quote from: abstauber on Thu 30/03/2017 14:07:46Well, we were doing that in our own system, but using the built-in mouse modes. So...
Users can choose if they want to handle everyting with an "otherclick" function and check for the verb there, or if they want to use the hardwired Talk/Use/Look/Interact functions.
Quote from: abstauber on Thu 30/03/2017 14:07:46...And we're happy and grateful to be able to use powerful tools.
Anyway, great to know that 7coG is on board
Quote from: Snarky on Thu 30/03/2017 09:23:12It's always vital to be able to iterate on every stuff in the game. This is what allows universal powerful scripts, as opposed to hand-made scripts with limited scope.
I'm not a huge fan of a generic Game.AudioClips[] array (or similar for any of the other resource arrays AGS offers), though it's probably necessary given other limitations.
QuoteI think that everything should have an ID. That's how it's made in professional tools, like, let's say, Sharepoint. On the one hand there's the actual pointer to manipulate stuff at execution time, but on the other hand there's always a unique numerical Guid hidden somewhere, as the unique identity of this item.
Although that's technically possible to re-add global ID to audio clips if this all is so serious... I guess AGS is just so numbers-based that it takes more effort to support name IDs properly in both script and UI.
Quote from: abstauber on Wed 22/03/2017 16:20:58
Both Usermodes are actually in use: WalkTo is Usermode2 and Open,Close,Push and Pull are Usermode1.
Could it possibly be that you are going to integrate this into 7 cities of gold?
Quote from: Khris on Sun 12/03/2017 17:05:00Welp, I didn't proceed like that for nay of the contributors. So I guess that's all wasted now.
1. I told them about Dropbox, entered their email addresses on the Dropbox website
QuoteI suppose that means we can now intersect sprites?
- Fixed DynamicSprite.CopyTransparencyMask() was overwriting magic transparent pixels on destination with alpha values from mask.
QuoteI have edited the Wiki page on escape characters.
- Fixed using '[' special character in Display-like commands discarded all of the backslashes before it (e.g. "\\[" should now print \[ as expected).
QuoteGilbert continues to do things with AGS that I didn't think were possibleâ€"and then he says it's easy. Maybe it is, for him, but I can't help but think if it were actually easy we'd see more quality AGS titles.Well, I don't think the difficulty comes from AGS. I think the difficulty comes from managing a low-budget indie game project all the way to the end.
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