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Messages - Radiant

#4361
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.


#4362
The Rumpus Room / Re: Best ROCK song ever!
Mon 13/03/2006 23:36:28
White Russian, by Marillion.
#4363
This is one awesmoe video!

http://video.google.com/videoplay?docid=-4668196322523357460

Spoiler

(also, I couldn't resist mentioning the new ATOTK trailer: :) )
[close]
#4364
General Discussion / Re: Time Travel?
Mon 13/03/2006 23:27:26
A seminar on time travelling will be held last week.
#4365
Adventure Related Talk & Chat / Re: DizzyAGE
Mon 13/03/2006 23:25:36
Treasure Island is probably one of the less interesting Dizzy games. The must-plays in the series are Magic Land, Fantasy World, and Prince of the Yolk Folk. Fantastic Dizzy is also nice but it's way bigger than any of them so you'll probably need an infinite lives cheat.

Dizzy I, Crystal Kingdom and Spellbound are the other games. The arcade games (Panic, Down the Rapids, Bubble, Fast Food and Kwik Snax) don't count :)

Also, you should really hunt down the PC versions, since the NES and C64 ports just aren't that good (except for a certain arcade game where little chickens follow you, which had great music).

Go Code Masters!
#4366
A Tale of Two Kingdoms is holding auditions for voice actors.

Interested parties can apply at our forums.

#4367
Newsflash!

We have a trailer available! This is a 14-meg WMV movie of our intro sequence, with lovely graphics and stunning music. I encourage everybody to take a look at it!

Also, we now have public forums and are holding auditions for voice actors.

Also, people interested in beta testing are still welcome to drop me a private message.
#4368
What I do is cut/paste to MS Word, then do any fancy replacing (with wildcards if need be) then cut/paste back :)
#4369
I second the request for a simple "go to line number" command (preferably control-G)
#4370
What would help is simply testing with a lesser amount of rooms, by temporarily moving room files you won't need at the moment to a storage subdirectory.

By the way could you please implement hotkeys in the "Module manager" menu? In particular, I'd like to be able to close the screen by pressing ESC.
#4371
A rather low priority question... since most applications nowadays have 256-color or 16-bit color icons, would it be possible to allow those for AGS instead of the simple 32-color kind?
#4372
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.

Nah, easier than that. Create a new character with an invisible (transparent) sprite, stick it at the location where you want the text to appear, and have that character talk.
#4373
I suppose that, at compile time from the editor, AGS could create a list of functions from the active plugins, and store that somewhere in the Game.dat file. Then if at runtime a plugin turns out to be missing, AGS already has a list of all functions that should abort the game (and any function not on that list should trigger an "invalid function name" error)
#4374
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

That's useful.

Would you maybe have a workaround for the plugin portability question as well please?

#4375
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.

Excellent idea.


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

I don't see how that could possibly work, since #ifnver didn't exist in 2.71 (hence the older AGS will either throw an error message, or ignore the #directives and use both pieces of code)
#4376
Hm, it seems the #ifver directive added in today's beta should do the trick. Cool!
#4377
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.)

Interesting. Unfortunately I don't have a Mac or a Linux machine to test it on. So what would happen if the plugin function is called from the global script? Would it help if I used a GetGameParameter() call to determine the system type, and only actually call the function if it's in windows? In other words, at what point in the game is the global script parsed for known function names?

(in my experience a local script is parsed when the room is loaded, and at that point the game will crash with an error message if any function names are unknown)
#4378
IIRC most plugins have not been ported (e.g. to Linux) yet. Thus any game using those plugins (e.g. for special effects) won't actually run in Linux. Of course it's possible to compile a different version that disables those special effects - but doing so would require a separate release of a 30-meg game, even if nearly everything in there is exactly the same.

So would it be feasible to create some kind of workaround? Maybe have a plugin written in Linux that defines all necessary functions but simply doesn't do anything? Or have a module that has a Windows version and a non-Windows version, and the proper version for the OS is loaded?

Or maybe even simpler - the game does compile under Windows, and there wouldn't be a problem if it didn't crash until those plugin functions were actually called (because then I can simply do "if (OS == windows) { pluginsfx () }".

#4380
Minor bug: the script parser puts those "#sectionstart" lines around any function name starting with "repeatedly_execute", even if the function is named "repeatedly_execute_a" or if the entire function is within a /*block of content*/.

By the way I am somewhat annoyed by the huge letters "DO NOT MODIFY THIS LINE" popping up all over my code (especially considering that if the line was removed or modified, AGS will simply put it back). Sorry if I'm nitpicking, but would it be possible to turn that off?

Also by the way, would it be possible to increase the maximum string length for GUI labels? SetLabelText chokes over messages longer than 200 characters, but e.g. a GUI showing a book with text could feasibly use longer ones.
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