I do. It rox!!! It's honestly better than many of today's games (*cough* C&C Renegade *cough*)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuoteCos, your decision to use a different adventure game engine other than AGS is perfectly fine, but to actually go to the AGS forums and explain why you chose not to use it is a little obsurd me thinks.
QuoteI think cos is right!!!
I think AGS sucks balls!!!
I mean, it's a free engine that supports hi-res and hi-colour graphics, gets updated monthly, has a huge community, made several great games, inspired several awards ceremonies, and aids in making something creative!
NOW THAT TOTALLY SUCKS!!!
And adventure games? -- Who plays them anymore!!
HAHAHAHAHA -- YOU ARE ALL LOSERS!!!
I'M GOING TO SWTICH TO RPGMAKER 2000!!!!
WHEN I FINISH MY 1000000000 HOUR RPG, YOU WILL ALL SUCK MY ANUS WITH A STRAW!!!
QuoteQuotej)Function IsSpriteLoaded(int spriteslot);
Why would you need to know this? The sprite cache manages it all for you, I can't see what this function would give you.
QuoteCentre alignment for textboxes would be rather problematic
Quotei)Function StrPixLen(int font, string); Kinda like StrLen but returns the width in pixels
QuoteQuoteh)Function StrDelCharAt(string, int position);
You can use StrSetCharAt, passing 0, to truncate a string.
QuoteQuotec) GetLocationProperty(int x, int y): Kinda like GetCharacter/Item/Hotspot/ObjectProperty, only it gets the property of the location. I can go around it, but it will certainly reduce the code by 50 lines of code the minimum
As you note, you can write this yourself as a script function using the GetCharacterAt and so forth commands, so it's a low priority addition.
QuoteThanks for your input and ideas.
Quoteif (interface == INVCOIN) {in the on_interface_click function. After that, I put in repeatedly execute function:
InteractedInv = 1;
GUIOff(INVCOIN);
GUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, button + 1);
if (IsInventoryInteractionAvailable(game.inv_activated, button + 1)==0) GUIOn(INVENTORY);
}
Quoteif (InteractedInv) {It works! You see, I thought "if RunInventoryInteraction() function executes when the script is over, then I must bring back the interface on a different script, so it is brought *after* RunInventoryInteraction() executes..." >> pure adventure gamer's way of thinking
InteractedInv=0;
if (IsGUIOn(INVENTORY)==0) GUIOn(INVENTORY);
}
Quote"NO SUGGESTIONS IN THIS THREAD - BETA-RELATED TALK ONLY PLEASE"doesn't necessarily say that I have to put bugs in there...
QuoteGUIOff(INVENTORY);works fine. But if I put
DisplaySpeech(EGO, "I've just used the item");
GUIOn(INVENTORY);
QuoteGUIOff(INVENTORY);will NOT work fine, even if I put in the interact script
RunInventoryInteraction(game.inv_activated, MODE_USE);
GUIOn(INVENTORY);
QuoteYou see what I mean? It doesn't block it even if it is a blocking action...
DisplaySpeech(EGO, "I've just used the item");
Quoteif (interface == INVCOIN) {
GUIOff(INVCOIN);
GUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, button + 1);
GUIOn(INVENTORY);
}
QuoteGUIOff(INVENTORY);in the interaction seems to solve the problem, but it waistes time. Also, I am planning to release the template and I don't want the user having to put GUIOn(INVENTORY); and GUIOff(INVENTORY); in the beginning and end of the interaction script.
DisplaySpeech(EGO, "What a lovely item");
GUIOn(INVENTORY);
Quoteif (button == LEFTINV) {The above script picks up an item if there is not an active one and uses the items together if there is. Again, the same thing with RunInventoryInteraction happens, even though DisplaySpeech(EGO, "I can't use these things together") works just fine
if (GetCursorMode() != 4){
lastitem = game.inv_activated;
SetActiveInventory(game.inv_activated );}
else if (game.inv_activated != lastitem)
{
InterfaceOff(INVENTORY);
if (IsInventoryInteractionAvailable(game.inv_activated, 4) == 0)
DisplaySpeech(EGO, "I can't use these things together");
else
RunInventoryInteraction(game.inv_activated, 4);
InterfaceOn(INVENTORY);
}
}
Quotenow now, lets not start an agast vs ags fight
QuoteUse AGAST instead, it's more suitable for hires/hicolor games and pretty easy too! AGS is great for the classic low res feel.Well, I believe the only benefits you have from AGAST is that it is faster and that there are anti aliased sprites. Oh, u also have more possibilities, but AGS does everything I want it to do
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.378 seconds with 15 queries.