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Messages - Radiant

#2821
Quote from: dkh on Sun 10/02/2008 13:23:58
Don't mean to stray too far from the topic, but couldn't one create a screen-sized GUI which just resembles a white rectangle,

That wouldn't work, as the problem is lack of contrast (both character and background are essentially black).
#2823
Quote from: Snake on Sat 09/02/2008 13:19:53
All keyboard control
I didn't make a customized PAUSE/QUIT gui because it wouldn't pause the game,
If you set the GUI as a "popup" rather than "regular", it should block everything else.

If not, put something in your repeatedly_execute to the effect of "if (GUI is enabled) { don't do anything } else { do regular stuff }"
#2824
Quote from: egamer on Sat 09/02/2008 03:45:09
I tried to play this game, but the screen was almost completely dark

Yep, I had the same problem. The game is unplayable for me because the very first level consists of a black character against a black background with specks of dark blue. Adjusting brightness didn't help. Why not make it a sunset instead of darkness, or give the main character a lantern? Or, you know, put torches in front of the castle, since it's a castle of fire.

Furthermore, please fix your interface to simply use the keyboard. It's weird to have to use the mouse for two or three menus, and the keyboard for everything else. You can e.g. code your own "quit" GUI.

If the down key is duck, why isn't the up key jump?
#2825
You need to export the variable in the one place where it is declared, which should be the first script in the order in which scripts are listed. The global script is usually the last script.
#2826
Depending on what you need exactly, it may be easiest to create a character called NARRATOR, then in the PlayerEntersRoom function always move the narrator to the current room.

And make his sprite blank so people won't actually see him, and either make him unclickable, or simply have him start off-screen.
#2827
Try this:

Code: ags

function repeatedly_execute () {
  if (character[EGO].x < mouse.x) character[EGO].x ++;
  if (character[EGO].x > mouse.x) character[EGO].x --
  if (character[EGO].y < mouse.y) character[EGO].y ++;
  if (character[EGO].y > mouse.y) character[EGO].y --;
}

#2828
The message means that you omitted a closing bracket at some point earlier in the code - specifically, in the previous function.

The easiest way to find this is to selectively /* comment out */ half of that function (take the other half, if this doesn't work at first), then progressively comment out smaller sections instead.
#2829
Hints & Tips / Re: Art of theft help needed
Fri 08/02/2008 00:13:23
The master challenge isn't all that hard. Take the Forgetfulness upgrade and it's a breeze.
#2830
Quote from: Monsieur OUXX on Thu 07/02/2008 13:10:43
Use AGS 2.72 with a Windows emulator

Well, I've been asking this in the Mac Port thread but got no response so far... can somebody who owns a Mac confirm or deny whether ATOTK can somehow be run on a Mac? Is Virtual PC or whatever emulator there is these days powerful enough to pull it off at a decent performance?
#2831
Quote from: Ghost on Wed 06/02/2008 14:09:21
Would the method you described in the other thread work for all compiled games, Rui?

Probably only for those using up to v2.62 or thereabouts.

I kind of like the idea, actually. 2.72 still runs in Linux, but to my knowledge anything above 2.5 doesn't run on a Mac any more. And that's a significant bit of market share.

Incidentally, can't we attract somebody else to take up the Mac port? Surely most of the AGS runtime is some variant of C++ that would compile cross-platform to anything that allows Allegro?
#2832
Quote from: miez on Wed 06/02/2008 02:06:05
echt wel! ;D

Wait, Miez is mittenzing? That's new!

Okee, trein of auto? Ik heb wel ergens een rijbewijs liggen geloof ik.
#2833
Quote from: AGA on Tue 05/02/2008 22:47:31
Belgium does actually have a couple of airports, Radiant :P

Belgium? What's that? Never heard of it. Is that some kind of French food? Or perhaps a kind of Chinese bird? :P
#2834
I can see my house from there!

Okay, I'll do the transfer this weekend, I promise.

I think I'm the only Dutchy around this time again? (no jetxl?) So I guess I'll be using the train, then. I don't think anyone is going to come near where I live, unless of course any of the Americans plans to fly over Schiphol Airport, which is conveniently next to my house and also conveniently probably the closest airport to the meet :)
#2835
Make a custom property called "next", then rather than doing "n++" in your loop, do this:

Code: ags

int n = SOME_CHARACTER
while (n != 0) {
  do stuff
  n = character[n].next;
}


#2836
Getting a job is a two-way trade. YOU want the job, but THEY want somebody capable of doing that job. That means that you're in a bargaining position as much as they are.

It is, at least in my country, quite acceptable to say that you'll consider their offer and call them back in a day or two, three. It is also quite acceptable to be honest and say you also have a second offer (heck, they might even increase their bid if they hear that).
#2838
Quote from: Ghost on Sat 02/02/2008 22:35:03
My concern is that a character might fire his gun every 20 seconds, so any errors will accumulate. Of course, I may be completely misunderstanding how AGS works here. If two processes run at the same time, and one of them needs a huge amount of code in a single frame, I am assuming this it would slip behind the other process?

For starters, I don't think that what you're doing really counts as a "huge" amount of code (specifically, how many thousands of lines is that code? Because AGS wouldn't have problems with 1000-2000 lines). Also, "once per 20 seconds" isn't all that often, considering you can do things 40 times in a single second.

And second, AGS doesn't really have multiple processes. The inner logic works something like this:
Code: ags

  while (user_has_not_quit) {
    if (mouse_clicked_or_moved) handle_mouse ();
    if (key_pressed) call_on_key_press ();
    if (not_paused) {
      move_characters ();
      call_repeatedly_execute ();
    }
    call_repeatedly_execute_always ();
    update_screen ();
  }


Well, it's more complex than that, of course. But the point is that if any part of your code takes up more time, the others will wait, not get thrown out of sync.
#2839
Quote from: Ghost on Thu 31/01/2008 15:56:26
DESCENT 4: The Adventure Game

Woot! Descent FTW! Gowingnut!
#2840
Quote from: tolworthy on Sat 02/02/2008 22:15:28
Finally, if there is the slightest difference in timing this will be amplified in every loop. It will be a time consuming fudge, but maybe this is the best I can hope for.

It won't have to be amplified - simply start both animations at the same time, always, that way errors will remain constant rather than variable.
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