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Messages - Recluse

#21
Just a quick note: The Find function (CTRL-F while in the script editor) is labeled "Find and Replace" but doesn't actually include a Replace section. I really do think that this would be worthwhile to add, as it can get annoying to have to open notepad to use it's Find and Replace, and even more annoying to replace code manually.

Sorry if this has been mentioned before. I didn't have time to check.
#22
Alright, I've recently come across a new keyword "managed" in my dealings with AGS scripts. It's killing me.

I've tried two different sets of code, neither one will work. I know it's entirely possible to do this in other languages, and It's even mentioned in the AGS help files, so I know it's possible. I'm just doing something horribly horribly wrong.

Here's my code:

Code: ags
struct door{
  Object* DoorObject;
  int WalkToX;
  int WalkToY;
  int ToRoomID;
  int ToRoomX;
  int ToRoomY;
};

door Doors[25]; // array to store door objects in 
int TotalDoors = 0; // index for the array


function CreateDoor(this Object*, int WalkToX, int WalkToY, int ToRoomID, int ToRoomX, int ToRoomY)
{
  door Door;
  Doors[TotalDoors] = Door;
}


I get an error with the above code that tells me me that I can't assign a door struct to the Doors[] array.

That's all well and good, so I change the array to deal with pointers. Changes are highlighted in bold.

Code: ags
managed struct door{
  Object* DoorObject;
  int WalkToX;
  int WalkToY;
  int ToRoomID;
  int ToRoomX;
  int ToRoomY;
};

door* Doors[25]; // array to store door objects in 
int TotalDoors = 0; // index for the array

function CreateDoor(this Object*, int WalkToX, int WalkToY, int ToRoomID, int ToRoomX, int ToRoomY)
{
  door Door;
  Doors[TotalDoors] = &Door;
}
}


And that tells me that I can't "declare a local instance of a managed type".

I've tried inserting the "new" operator in the CreateDoor(params) function.

Code: ags
I replace:

door Door;

with:

door* Door = new door;


and it acts like it's never seen the new operator before.

Somebody help!  :'(
#23
RawDraw to sprites?!  :o

That means paperdolling!

Woohooooo!!
#24
Well don't I look silly :-[

Thanks for the help...  ;D
#25
Quote from: Pumaman on Wed 03/10/2007 18:44:33
I just tried this out with both DX5 and D3D and it was fine. What problem are you getting? Is the screenshot corrupt, or is it simply not creating the file? Did you remember to look in the save game folder?

I'm running everything from the "compile" folder and it's not creating the screenshot.

I hadn't checked the save game folder, because I didn't see it in the compile folder, is it stuck over in My Documents? I'm not at my machine right now or I'd have found it. I'll look for it once I get home.

BTW: Good job on adding the "Remember Last Folder Used" option, that was getting to be quite annoying for me as well.
#26
Advanced Technical Forum / SaveScreenShot FTL?
Tue 02/10/2007 04:09:36
I had a question originally about alpha-blended sprites not displaying correctly in the editor window. I was going to grab some screenshots when I uncovered another (slightly more interesting) problem.

Something seems to be up with the SaveScreenShot(String filename) function.

I'm unable to use it to get any screenshots in both DirectDraw and Direct3D mode. I've placed the function inside one of my scripts, so it can't be a problem with the key_pressed function. I was able to use the function perfectly from 2.8, last I checked.

I think something with the new graphics engine isn't working, maybe the screenshot function is still pulling from an old surface, or something...

At any rate, I'm at a loss as to what to do, it won't work at all on my box.

EDIT: OH YEAH! My original problem... Ahem...

I've got some alpha blended sprites I'd like to use, but they seem to be displaying oddly in the editor, the entire background of the image is either white or black. However, the images display fine in  the game in both DirectDraw and Direct3D mode... Just thought you should know. :D
#27
We've got our artist, Cinfa. So we now officially have an Italian, a Texan, and a Canadian working on this game. (Sounds like a bad joke, right?). Cinfa is proving to be amazing, he's already completed several full 3d animations for cutscenes, which will DEFINITELY make it into the final product. I'm absolutely thrilled with his involvement. Right now we're working on finishing the graphics stage of production, after which we'll plow right into the programming stage. I've got the storyboard almost completely done, all that's left is some minor details on the very last scene. Other than that, things are working out beautifully.

And a demo won't probably be ready until sometime next year. But this is turning out to be a high quality game, and I plan on keeping it that way. School is bogging all of us down, but that's expected, pretty much all of our free time is devoted to the project, so rest assured, we're going as fast as we can.
#28
I would talk to a cop, or maybe just your tattoo artist, and make sure that the tat you're getting / the body part you're getting it on doesn't have any extra meanings.

I knew a former prison guard, and he could tell you half a dozen things about any tat you could think up, depending on which gang you're in, etc.

So... just in case...
#29
As of right now AGS doesn't have any native shadow rendering tools... If you're looking for a negative effect you might want to look into the RawDraw function and do a Google search for the algorithms to invert colors.

But to answer your question, there are no lighting functions native to AGS.
#30
I seem to have found some sort of odd feature, I'm curious as to it's function, and I've seen nothing in the help files about it... I found this completely by accident, whilst attempting to copy and paste.

When I'm coding in 2.8, and I type out CTRL-SHIFT-[LETTER], I get weird symbols:



I was wondering if anyone knew what these were and how to use them, or if they're remnants of some completely auxiliary system...
#31
Awlright, here goes:


Code: ags
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 2.8.0.9

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at bitmap_color_depth(BITMAP* )
   at DrawSpriteToBuffer(Int32 sprNum, Int32 x, Int32 y, Int32 scaleFactor)
   at AGS.Native.NativeMethods.DrawSpriteToBuffer(Int32 sprNum, Int32 x, Int32 y, Int32 scaleFactor)
   at AGS.Editor.ObjectsEditorFilter.PaintToHDC(IntPtr hDC, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I flipped over to a loaded room tab after deleting a sprite an object used... and the room background was a white background with a red x...

If we could get some handling for the whole deleting sprites issue (present from 2.72) it'd be cool.
#32
Well, truthfully, there's not much more to be done... I did most of the art before, and now that the game has come down to the nitty-gritty programming stage I'm really getting more involved in that. I'd like to be able to hand off the art to someone else and focus on the programming...

Note: Most of the background art IS done... I've got a couple of rooms left, and animations, that's all.
#33
Is there any possibility of a few new graphics related functions coming about because of this?

Personally, I'd like to see particle effects and 3d models... I know it'd be way down the line, but could I get an indication of whether you're actually thinking of including such things?
#34
I am currently looking for a talented Artist who would enjoy working on The Mars Initiative. I AM looking for someone with experience, though their style doesn't necessarily have to be complex or realistic. I am looking to keep the graphics for this game relatively simple and "old" looking. We are searching for an artist who will be willing to take this project all the way through to completion, and enjoy doing it.

You may apply by PMing me via these forums.

Please do not apply without sending me a link to what you've done, or mentioning the AGS games you have worked on.
#35
I am currently looking for a talented Artist who would enjoy working on this project. I AM looking for someone with experience, though their style doesn't necessarily have to be complex or realistic. I am looking to keep the graphics for this game relatively simple and "old" looking. We are searching for an artist who will be willing to take this project all the way through to completion, and enjoy doing it.

You may apply by PMing me via these forums.

Please do not apply without sending me a link to what you've done, or mentioning the AGS games you have worked on.
#36
Weeelll that makes sense... Dunno why I didn't try that before...  ::) Thanks SSH and everyone else who contributed!
#37
Oh dear, I seem to have confused you all while bringing a very good point of conversation to the table. (Don't hurt me)

I actually need the object's DESCRIPTION to change, as given in the 2.8 editor. From what I can see in the help file, this is possible to set in the editor, but I have yet to find a function that does this. Unless of course Description is a text property, in which case it needs to be noted as such in the help files.

EDIT: Even if Description is a text property, (and from what I can tell it is), there is no Set function for text properties...  :-\  I'm at a loss as to how to do this, without hacking into SSH's Description Module and making it work that way.
#38
Is there any particular reason why this won't work?

Code: ags

function (Object* object, String str){
this.Name = str; // EDIT, used to read object.Name = str;
}


It's telling me that it can't access object.Name since it's a private member variable.

What's the point of having extendable functions if we can't access private variables? I really don't want to hack around this one, since I would absolutely HATE to have to create code that's more complex than neccesary. Is there any way to access this member variable, or am I just doing it wrong?
#39
I wonder how many guillotines we will be seeing.  ;D
#40
I could go into the difference between a physical and a chemical reaction, but I shall instead refrain from interfering with the creative process.
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