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Messages - RickJ

#1301
Hmmm,  A keyboard movement module would seem to be generally useful.    Can you guys explain what you have done so far or give me some code examples?  I would like to see what variability there is in operation and think about how to deal with it.  Maybe make it user configurable or at least designer configurable. 
#1302
I came across this by accident, book-marked it for myself, and thought someone may be interested in it. 

http://www.csounds.com/
#1303
  • Select GUIs in tree on left of screen (adds GUI to main menu)
  • Select GUI3 from list in GUI Editor
  • From menu select GUI->Delete Selected GUI
#1304
When you said ...
Quote
so i ask you, fellow AGS members, what random, crazy or plain psychotic
queries have you typed in the hallowed text space of Google?
I couldn't resist ... ;) 

I'm truly sorry that you weren't amused, I thought you would have
appreciated the gesture.  :'(   



#1306
I'm not lazy so I'll take a shot at sumarizing what buloght says is needed:

  • A Good Tutorial

  • Turn-based Battle Module - I don't know what it does exactly?

  • Real-time Battle Module - I don't know what it does exactly?

  • Timer Battle Module - I don't know what it does exactly?

  • A Base Template - I don't know what it does exactly?

  • Loads of Other Modules - I don't know what they are?

    and I guess I'll mine to the list as well ...

  • Extended Charaacter Module - Super class of AGS characters to allow for user defined attributes and composite characters (i.e. to implement weapons, clothes, etc).

    Any others?

#1307
Quote
I asked because there seems to have been many recent (4-5 months) requests for scripting help relative to RPGs.   I was thinking that a script module(s) that did many of the routine RPG operations would be a useful addition to AGS.  ... 

I would be willing to do most/all of the programming if there were a few people who could help figure out what is actually needed ...

I was thinking about basics on a lower level than a template or engine. 
Apparently identifying what is actually needed is more difficult than I had originally assumed.  Thanks for your replies anyway.
#1308
How about also a couple of methods() for quick and easy dumping a collection to/from a file?
#1309
SSH's suggestion sounds good to me.  Exclude any files or folders starting with (or containing)  "Backup".
#1310
I was thinking about basics on a lower level than a template or engine.   I don't know that much about RPGs so you will have to forgive my ignorance but I believe RPG characters have many more characteristics than normal AGS characters, such as healty, weapons, power, etc. 

So for example it would perhaps be useful to have RpgChar objects (in the OO scripting style) where these traits could be included.    The normal AGS character  properties and functions would be included in the RpgChar.

So you would do something like the followng to create an RPG character named Vandor. 

// Declare character object (same as variable)
RpgChar  Vandor;   

// Let  RPG Vandor character use the AGS  character cVandor from
// now on you would be able to use Vandor the same way you use
// cVandor (more or less, I'm sure there will be some gotchas but
// shouldn't be impossible situation.
Vandor.SetCharacter(cVandor); 

// The you would be able to do things like
Vandor.Move()

// Or you could do things like
Vandor.Health = 100;
========

I suppose there are other aspects of an RPG type game that could be made similarily easier to script.  I hope this is making some sense.



#1311
Yep, I'll go for it...
#1312
Ok, thanks for the listen anyway.   :'(   LoL
#1313
I asked because there seems to have been many recent (4-5 months) requests for scripting help relative to RPGs.   I was thinking that a script module(s) that did many of the routine RPG operations would be a useful addition to AGS.   I would be willing to do most/all of the programming if there were a few people who could help figure out what is actually needed and who would be interested in testing and/or  using such a module(s).   Let me know what you think. Cheers;)



#1314
Well that's what I in fact did.   But, IMHO, the function call and parameter pass aren't really the problem and so that wasn't the simplest way of reporting the problem. 
#1315
I know this has been asked before but couldn't find it on the tracker.    Since DOS has faded into infamy does the current 15 char limit serve any purpose? 

It's starting to interfere with the naming conventions I am trying to use.  I know that 15 char sound like a lot but after you add in a rev number, the distribution type, and an indication if it is a game, module, template, or plugin there isn't much room left for a name.  And yes, the distribution name doesn't necessarily have to match the game name but it sure would make things a lot easier.

Anyway I hope this makes it on a wish list somewhere.   :=
#1316
Hehe, yeah you're right.  :=  I should have said this:

String MyString = String.Format("%s",system.version);

I wanted to pass system.version into a function and found that it wouldn't wort if the parameter was a defined as String.
#1317
Currently the "New Room" function will populate the new room's script file with the contents of _blank.crm.  This is really handy but there are a couple of small things that would make it much more useful.

  • Template - include the _blank.crm file in a game templatez made from the "Game Make Template" function.

  • AGS Directory - if the file is not found in the game directory could AGS then look for it in the directory from which AGSEDIT.EXE is running?

  • New Module - could we also have the same ability to populate a new module with the contents of a _blank.scm file when using the "New Module" command?   Again the file could be either in the game or agsedit directories and included in any game templates made as above.

  • Template Creation - could the "Make Template" command also collect other folders from the game directory, at least one called Document but preferably all or a specified list?

    [edit]and one more...

  • Is there a maximimum number of characters that can be in the template.txt file?   I have made a template that contains this template.txt file.   When I create a new game using this template the template.txt file is displayed on a popup dialog but when the dialog is closed AGS crashes.  The game is created and if I try to open it again everything seems to be find.  I know that the file is too large to fit in the dialog but couldn't it just display the first x number of characters instead of crashing? Oh and here is the game template:

    MiniGame Template


    I know these are not of a high priority but thanks for listening anyway.

    Cheers
    RickJ
#1318
You could have a look at the demo game.  It's currently only up to V2.7 so it doesn't use the new style Strings but it idoes use the new OO scripting language to in the GUI code.   The links to it are in this thread:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23083.0
#1319
Cleanup unhandled_event() ?
This not a very high priority item but I thought it would be a good time to mention it since there are already a  number compatibility issues.   I was wondering if now would be a good time to cleanup the unhandled_event() handler so that it passes in  consistent values through the WHAT and TYPE parameters.    The new and old parameter values could be tied to the "Enforce Strict OO" setting so that it would be possible to define and use enumerated values for the WHAT and TYPE parameters.

I am asking now because perhaps later on it will no longer be practical to introduce changes that may break compatibility. 


#1320
unhandled_event()
[edit]
My bad SSH,  Sorry for putting this extra bit here.  I lost track of what I was doing and I thought this was the beta thread... *** deleted rest of topic

Associative Arrays
Why not make key and value just be strings?   You could use the AsInt property if you needed the value to be a numeric value (Is there an AsFloat property?).   There is not much point in the key being a numeric because you could just as easily use a normal array in that case.


Hehe, SSh you type faster than I do.  I think we are thinking the same thing about this?
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