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Messages - Rocco

#261
How do you change the font, on a text diplay box??
there are only Bg-color, BG-Image or Txt-color on the scroll out.
can someone help me out?
#262
thanks, good idea.
ill look into it, after finishing the inital module version.
#263
thanks strazer, this is exactly what im searching for.
maybe the best way, is to provide both possibilities.
#264
Quote from: monkey_05_06 on Sun 05/02/2006 00:27:28

Why, might I ask, do you need this (what are you trying to do)?

Here i have an example, im not unhappy with the result so far.
http://s6.simpleupload.de/fc8f78bc9/Arcade.zip.html
But i need advice with the text.
Cause i want to display the score and player stats, but i cant use overlays.
(CJ - PLEASE We need more overlays :)
and the non blocking text functions that i know, have no functionality to display %d values.
i dont want to use the standard gui, cause the whole thing should fits to the module.
#265
oh great thanks,

i noticed that the collision detection is not that accurate, and i didnt know why,
now i know it - thanks  :D
#266
well, this is the biggest problem, so i hope for future increase of this limit.
unfortunatly it was to late to stop my work, as i recognized this limit.
#267
cause for me it feels more "natural" and makes things easier.

assuming i have in the struct, something like:
Ã,  Overlay* shoot_graphic[MAX_SHOOTS];
which i have in the player struct, then it became more complicated,
cause then i need
Overlay* shoot_graphic[MAX_ENEMIES*MAX_SHOOTS]; for example

there allways a lot of possible ways.
and when the module ist published, i hope that
we discuss the downsides of it (and there are a lot thats for sure)
to improve it.
#268
ok, thx
is it possible to declare a static variable in structs?
cause i need values only once for an array of structs.

example:
Code: ags

struct Enemies{
	
Ã,  // Sprites
Ã,  Overlay* enemy_graphics;
Ã,  int enemy_sprites;
Ã,  int width;Ã,  					// enemies sprite proberties
Ã,  int height;
..
..
 stactic int all_enemies;
 static int enemy_type;
 static int amount_of_enemies_per_type;
	
};


if not, i guess i need another struct, where i store values who
dont change for the complete game
#269
ohh ok, sorry.
this means the strange behavior is in my script (and not in the floats).
thxÃ,  :)
#270
unfortunatly, i guess i encounter a bug,
who makes my intention much more difficult.

example code:
Code: ags

float test = 0.0;
player.Say("Value before %d", test);
test += 0.1;
player.Say("Value after %d", test);


this generates values like 1038457954
#271
i have a memeber function in a struct, and when i wright it out:

Code: ags

static function Player_Settings::SetControls(int left,  int right,  int up,  int down,  int shooting)
{
  this.left = left;
  this.right = right;
  .......
}


i noticed that <this.> is not available, is there a equivalent to achieve this??
#272
anything like this:
Code: ags

new object[MAX_OBJECTS];
x = 0;
while(x < MAX_OBJECTS)
{
 object[x] = oWifeshoes;
 x++;
}


thanks for suggestions
#273
ok thx, this is not a big problem.
unfortunatly, a big problem is the limitation of 20 Overlays.
#274
i try something like this

Code: ags


int enemycount = (lastenemy_slot - firstenemy_slot);
  
enemies enemy[enemycount];



and get an error -> Error (line 26): Array size must be constant value
but const int didnt work and readonly int is also no solution.
#275
its one thing, to make an arcade game with AGS,
but to make a customizable module for arcade games, is another one -
nearly impossible, i guess.
but lets see what's coming up.
#276
ok, thx
i will give it a try
#277
because im trying to do a arcade game module. - coding competition
and a module makes only sense if others can customize this as much as possible.

So all is generated with overlays, or is there another possibilty to access sprites and make them to objects or characters on the fly?

I have functions like:

Code: ags
 
function SetPlayerSprites(int vehicle_sprite_slot, int shoot_sprite_slot)
{
Ã,  
Ã,  vehicle.vehicle_sprite = vehicle_sprite_slot;
Ã,  vehicle.width = GetGameParameter(GP_SPRITEWIDTH, vehicle_sprite_slot,0 ,0);
Ã,  vehicle.height = GetGameParameter(GP_SPRITEWIDTH, vehicle_sprite_slot,0 ,0);
Ã,  vehicle.shoot_sprite = shoot_sprite_slot;

}

function game_init
{
Ã,  Ã,  vehicle.vehicle_graphic = Overlay.CreateGraphical(system.viewport_width/2, system.viewport_height - 10, vehicle.vehicle_sprite,true);
Ã,  Ã,  vehicle.enemy_graphics[0] = Overlay.CreateGraphical(100, 100, vehicle.enemy_sprites[i], true);
}

or for shoot generation:
Code: ags
 
if (shoots_active < MAX_SHOOTS) 
		{
Ã,  Ã,  Ã, // generate shoot
Ã,  Ã,  Ã, int i = 0;
Ã,  Ã,  Ã, while(i < MAX_SHOOTS)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  if(!current_active_shoots[i])
Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã, vehicle.shoot_graphic[i] = Overlay.CreateGraphical((vehicle.vehicle_graphic.X + (vehicle.width/2)), vehicle.vehicle_graphic.Y, vehicle.shoot_sprite, true);Ã,  	 
Ã,  Ã,  Ã,  Ã,  Ã, vehicle.shoot_graphic[i].X = vehicle.vehicle_graphic.X + (vehicle.width/2);
Ã,  Ã,  Ã,  Ã,  Ã, vehicle.shoot_graphic[i].Y = vehicle.vehicle_graphic.Y;
Ã,  Ã,  Ã,  Ã,  Ã, current_active_shoots[i] = true;
Ã,  Ã,  Ã,  Ã,  Ã, shoots_active++;
Ã,  Ã,  Ã,  Ã,  Ã, shoot = true;
Ã,  Ã,  Ã,  Ã,  return;
	 }
Ã,  Ã,  Ã,  Ã,  Ã, i++;
Ã,  Ã,  Ã,  Ã,  }
}


makes this any sense??
i guess a good customizable arcade module is very difficult to build.
#278
Is there such a function, to make an collisionsdetection between Overlays??
Or a workaround?
#279
i think, i give it a try.
#280
but not as i download the pack.
can you please upload tomb of the moon?
cause i dont want to pull the whole pack again.
thx.
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