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Messages - Radiant

#2701
This is a matter of personal preference, but I do strongly prefer meaningful dialogue to both "click talk icon on person until he starts repeating himself", and to "select an ask-about topic from a list of words until you've exhausted the options".
#2702
This'll take a bit of reading.

Open up the script editor, type in "String" and hit F1. That should take you to the help page with all the string functions.
#2703
1) Yes, but it is easier to not use the parser, and use regular string functions.

2) Yes, by storing it in strings.
#2704
General Discussion / Re: The Discworld Cake
Tue 25/03/2008 17:43:07
Mrs. Cake is a lie.
#2705
Based on your code, you may want to consider using a custom variable "int my_timer" that you decrease every single loop, rather than doing IsTimerExpired().
#2706
Hints & Tips / Re: A Tale Of Two Kingdoms
Mon 24/03/2008 22:49:49
Well, there's eight chapters (and different endings) so you've certainly got some parts of the game left to explore :)

Spoiler

Does a rainbow symbolize anything?

Do you mean Morholt's crystal? He might be willing to trade for it.

However, your more pressing problem is how to get out of Thierna na Oge. Don't you want to clear your name and confront that nasty wizard guy?
[close]
#2707


My game is WAY more unfinished than your game!


Well, I wanted to make a nice sketchy (and partial) fantasy game called Kin Que, but I lacked the time for that so the Hypnotoad will have to suffice. It was a fun ruleset, but it was a busy month.
#2708
I don't really have an opinion on user ratings at the moment, but I believe that the section for user comments could be improved by showing the last X posts of the relevant Completed Games forum thread, rather than the loose comments there are now.
#2709
Since it's a similar principle, can I ask in this same thread what the status is on AGS 2.6 and upwards on a Mac?
#2710
Hints & Tips / Re: A Tale Of Two Kingdoms
Mon 24/03/2008 11:22:28
Yes, that's one possibility. Or,

Spoiler

the hair could be Rhiannon's, who may have spoken to her father in his private chambers  at some point earlier.
[close]
#2711
Hints & Tips / Re: A Tale Of Two Kingdoms
Wed 19/03/2008 21:48:28
What do you think a hair is for?

Spoiler
Whose is it? Does that have any relevance?
[close]
#2712
Cool, thanks!

(your statistics seem to indicate that using an else is slightly slower)
#2713
Thanks for your comments!

Quote from: NK on Tue 18/03/2008 23:37:32
Why all of a sudden they need a rope instead of the ivy? I thought we need to goto roof or something.
Because, as you could see in chapter two, the city has numerous guards during the night.

QuoteI was suprise to realize faeri queen is after all not so pure good -- she is a faeri after all.
Precisely. Faeries of myth aren't all that pure and good, if you look at them closely.

Quote
Ruadh said he would throw the lockpick after their girdle stealing but somehow it is in possession of Maeldun after it's done. When the jeweler is killed, she miraculously showed up later in the funeral ceremony.
That would seem to be a bug.
#2714
QuoteSince 2.71, AGS has had lazy evaluation.
Great, thanks.

Quote from: SSH on Tue 18/03/2008 10:15:10
Why not set up some examples in a game, run them 10000 times and time it?
Because that wouldn't give me the answer to several of these.

Quote from: cat on Tue 18/03/2008 11:48:59
I'd suggest not to use return statements for flowcontrol.
I'm talking about practical optimization here, not theoretical coding standards. That's because my project is actually slowing down because of script complexity.
#2715
I have a few question about if, because I'm using way too many ifs in my scripts these days.

If there are multiple conditions in an if (using && or ||) are these all always evaluated? Or does e.g. "if (x && y)" stop evaluating when x turns out to be false?

Are mathematical conditions simplified by AGS, or should I do that by hand? If I have CONST as a #defined (or an enum'ed) constant with a value of 5, is " if (x > CONST + 1) " the same as " if (x > 6) "? Or does the addition get performed every time the if statement is encountered?

Does it matter whether I do " if (x) { y } else { z } "  or " if (x) { y; return; } z " ?

Thanks!
#2716
Quote from: Mods on Tue 18/03/2008 02:34:54
See, CJ does exist somewhere!

Code: ags

function cj (int beer) {
  sense_danger ();
}

#2717
Quote from: Twin Moon on Sat 15/03/2008 11:18:01
I have played almost all LucasArts games and a lot  of Sierra's (and of course a lot of AGS) I can't think of one situation where a game says "You can't pick that up" and further on in the game I could.
Because of the high gameplay value, it's sometimes easy to overlook that LucasArts' adventure games are extremely well designed. This is a good example of something so subtle it might not occur to people while playing those games, but yes, LucasArts games don't have such "items you can't pick up until later in the game" because it's annoying, and their design avoids needless annoyances.

Quote
Yes, but from experience I know that people click on everything once they enter a new room. If you put a trashcan somewhere people are bound to click on it.
Most players actually don't do that. Sure, some people are bound to find it this way, but far from all people.
#2718
This is hardly new; I know several adventure games that do it, generally as a way of artificially increasing play time.

And yes, it's annoying, as well as poor game design in that you're disallowing common actions for no good reason.
#2719
Quote from: Clarabella on Tue 11/03/2008 17:48:19
I always thought this function could refer only to a particular object (the one located at x, y coordinates). Is it possible to use it in a general way too?

It doesn't refer to a particular object, it returns a particular object. You can use it to find out which object (if any) the player is clicking on, and do something generic based on that.
#2720
No, it's because I'm writing this down from memory and misspelled the function name :)


"Object. " is a set of generic functions, that do not reference any particular object yet.
"object[ ] " is an array that contains all specific objects in the current room. So you use things like "object[1].X" and so forth.

Same thing for Character/character, and so forth.
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