Quote from: Krudmonger on Sun 12/02/2006 07:03:40
- recently deceased earwigs
Earwig is angry! Er, wait, no

Quote
- pimento loaf
Spellcasting 201 has pimento moss, which comes close.
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Show posts MenuQuote from: Krudmonger on Sun 12/02/2006 07:03:40
- recently deceased earwigs
Quote
- pimento loaf
Quote from: largopredator on Wed 08/03/2006 13:33:29
I use that to some degree. Normal speech is displayed Lucasarts style, but for thoughts/narration I use
DisplaySpeechAt(5, 220, 310, CHARID, "STRING MESSAGE");
That creates a nice subtitle-like text. Not sure how you could script dialogs to do so aswell. Maybe on a GUI.
Quote from: Pumaman on Mon 06/03/2006 20:29:59
What I'm going to do for the next beta is add a constant AGS_SUPPORTS_IFVER or something
Quote from: Scorpiorus on Mon 06/03/2006 17:33:42
The idea in the relevant tracker entry is to link such "imports" to some default implementation (ie. one that aborts the game), so that AGS would quit(abort) whenever one of them is called.
QuoteAs I understand #ifver allows us to check AGS version at compile time to do conditional compiling.
Quote
#ifnver 2.72
// do stuff for 2.71 and below
#endif
Quote from: SteveMcCrea on Sun 05/03/2006 18:19:28
That's how the mac version works right now -- it warns you that the plugin is not available, but allows you to continue at your own risk.
(IIRC, the Linux version doesn't have any plugin support.)
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