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Messages - Ryan Timothy B

#1061
Haha, I dunno. Unless it's the few beers I've been drinking right now, I still read it as though dbuske is asking the same question as the thread I pointed him to. Oh well, I guess I'll grow up some day. :(
#1062
I've now added this into Journey of Iesir so everyone can smack Mikael onto a piece of toast whenever they want!! The game used to be absolutely amazing before this feature, but now it's even better! It's probably now the best game ever made.

I'm joking
#1063
Quote from: Ponch on Thu 14/07/2011 07:23:22
I'm also intrigued at the thought of an OSD racing game...  :=
I can't help but feel that was a hint sent in my direction... Hmmm.. lol

Edit: Oh silly me. Of course it was directed at me. I didn't catch Mod's edit after I had posted my post. Maybe I WILL make an OSD racing game.
#1064
Isn't this the exact same question but posted 9 hours before your question? It was even right at the top of the list, hard to miss.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43983.0
#1065
I understand your argument and I also agree with it not being overly useful considering the time it would take to get it to work. I just had always felt it was something that AGS was lacking; especially when I first started using it. It was just a suggestion no more than that.

In the beginning of my AGS 'learnings', I had twenty-something GUI buttons that all did their own thing. But using the same function to process the action, just like Khris' example of the keypad. I tried to pass the OnEvent to the single global function with the required parameters to find out AGS doesn't support the passing of variables/static values.

Then I had to change all my existing buttons to be in numerical order, since I hadn't created the GUI fully knowing how many buttons I was going to need. Either that or create the 20 default OnClick functions for the buttons having them point to the single function, or just pointing the OnClick directly to the single function with Else If's checking which button it is.

Like I said, it was just a suggestion and I agree with your argument. I didn't mean for this to take an entire page to get my point across, so we can just leave this suggestion as is. I was basically just hoping "If it was possible to do easily, then why not?", but I doubt that is the case.
#1066
I'm still believing that you're confusing what I'm saying with something much more grande. You're making it sound like you could pass a gigantic list of random parameters into a fake function or something. But I'm speaking of passing variables into a function that has parameters that are already defined with an already existing function created within the global script or imported to the header script of a module.

Global script:
function Whatever(int A, int B) { }

Then while typing in the editor pane for the OnClick function, as you type: Whatever   AGS pops up the: function Whatever(int A, int B)
and you can pass whatever variable or value into those fields. Having the same error checking as AGS has with scripting, it warns you if the function has too little or too many parameters or the data types are incorrect as you compile the game.

I don't have a very good example off hand at the moment for where this is ultimately handy, other than just avoiding function after function. And depending on how AGS stores the data in how it points to these functions that are entered into the event handler, that's where it's a fine line between difficult to add or nearly impossible. Sounds like fun doesn't it? :P
#1067
Hmmm. You'd think you of all people, being quite active on the pot, you'd think that OSD would be right up your alley. I guess not.
#1068
You can point it to the moon and back, it still isn't as efficient as just placing: Whatever("Hello", 10, 84, player.x, player.y, eBlock) right inside the editor pane instead of actually creating a master function that points to another function. When instead you could manually change each item right inside the editor pane for that object, character, button, etc and in most circumstances they wouldn't be identical.

But even with your solution, you still need:
Code: ags

if (control.ID == 5) Whatever(16);
else if (control.ID == 12) Whatever(11);
else if (control.ID == 1) Whatever(27);


You'd still have to look up which ID that is revering to afterwards if you wanted to change something in the script. Of course you could just simply comment them, or you could just create multiple hundred functions if needed as I showed above to have it ultimately organized but very redundant in function count.
#1069
My apologies. I thought it would have been understood quite well.

I didn't actually mean for it to be on "Any click on character" only, it was only used as an example. I meant for it to work for all buttons, objects, characters, etc.
One quick example I can think of, you have a 10 GUI buttons and you wanted them all to point to a single function with variables (I honestly don't know the correct terminology for this) you'd have to manually script them yourself.

Code: ags

function bButton4(GUIControl *control, MouseButton button)
{
  Whatever(1);
}

function bButton10(GUIControl *control, MouseButton button)
{
  Whatever(2);
}

function bButton17(GUIControl *control, MouseButton button)
{
  Whatever(3);
}


Instead you could just simply point the button OnClick to:  Whatever(x)
x being whatever you want. Whether it's a constant int, or a variable that changes within the game, like (a completely random example) Player.Y

It basically saves you from having to create possibly dozens of identical function which just points you to the same function anyway. It's not an incredibly important addition. You can argue it if you want, it's only a suggestion, what do I care. :P
#1070
I'm not sure if this is both an editor feature and engine feature, or solely editor.

How possible would it be to have the function pointer for something like "Any click on character" to allow to pass variables? So you can have it point to: whatever(1, 2, 3)  instead of just: whatever

I think it would be very handy. Now get to work on it! :P

Edit: I realize that a small request like this requires tons of work. Or it may be possible to already use the script error checking that AGS already has built in. Otherwise you'd have to manually check if it's a string, integer, enum, global variable, etc, etc. Also checking if the variables in the function are asking for the same type, and if there isn't too many variables being sent or too little.
#1071
Critics' Lounge / Re: Background Sketches
Tue 12/07/2011 01:37:51
You don't mean for the 'camera' to be on that much of an angle did you? It's not so bad with the bridge, but the house is really too much on both images. Or is that just because the sketch hasn't been rotated?
#1072
I can't seem to find the winning battle moves against the purple blob fellow with gray hair and a sword. Hmmm
#1073
Ben: Nice little extra touches on that game since the last version I played.

I noticed quite a few game crashing bugs. Like walking to the video screen behind Double20's counter while she's already standing behind the counter. Or calling the church ends up with that second eye companies dialog. Then the dialog for that eye company results in one that says "Move Straight" "Move Forward" and stuff like that. Must be the dialog for the tv screen adjustment.

Anyway, this thread has been pretty interesting. I've enjoyed everything that you guys have posted.

Progz: Are you working on a second Mind's Eye? Ooooo

Edit: Actually Ben, I meant to say. That spray painting thing you added for fun, you should've made it spray paint faintly instead of a full opacity spray. That way you could do shading and have a really fancy spray logo. :P
#1074
Quote from: Pablo on Fri 08/07/2011 16:01:47
And here's another game project I gave up on:


You better not have given up on that game! I've always loved the character style being little worms, and the nice pixeled backgrounds..
The game looks downright fantastic and I had looked forward to playing it. Can't remember when you first showed these images, perhaps you made a GIP thread... What a sad world we live in... :(  lol
#1075
I have a question I need to ask someone who know how to read through the source code.
How does the engine use LightLevel from a region on a character, since a character doesn't have a LightLevel function? Does it use Tint? If so, how do you get Tint to match the LightLevel of a region?

I've tried so many different attempts to get the Tint to match the LightLevel that I'm ready to give up. Hoping someone out there knows the solution. There's a biscuit in it for you. :P

Edit: The only thing I can figure out is how to match the character.Tint with Region.LightLevel IF the region light level is below 100 in the room editor. In game, 50 in the room editor is actually -50 (it's value - 100).
Any region with a LightLevel higher than 100, which makes the character whiter and brighter, isn't possible to match with character.Tint.

I've made a suggestion to CJ before about having a Character.LightLevel property, perhaps one of you guys can finally add it now as a new feature.

Edit x2: The code to get the character to match via Tint if the region LightLevel is above 0 and below 100 is this (it doesn't match 100% but very very very close within 1 or 2 RGB difference):
Code: ags

if (theRegion.LightLevel >= -100 && theRegion.LightLevel <= 0) 
  player.Tint(0, 0, 0, FloatToInt(IntToFloat(theRegion.LightLevel) / (-1.35)), 0);
#1076
Wreck, your trees look like they resemble the tree graphics from Zelda games. I really like this piece, very simple yet incredible. AND to top it off, you've blown Dual's mind!
#1077
Unfortunately I don't know enough about C# (if that's what the engine and editor are created with) to add my own alpha blending abilities.

Although I am tempted, since I really want Character.Speaking to return true whenever the character is talking, regardless whether the character has a speech view set and is animating. But as I said, I don't yet know enough to even look into adding these features for myself.
#1078
Hey Calin,
First time I'm checking out this plugin. I actually haven't even done anything with it yet, but I'm already curious. Why aren't you using an extender function for DrawAlpha and the other functions or is that not possible with a plugin?

Also, if I create my own dynamicsprite with AGS, will it actually allow me to draw an alpha channeled sprite to that? Since a created sprite will be pure pink. Thanks a bunch.
#1079
That looks fantastic, gameboy. Looking forward to playing it.
Hopefully that top default GUI is just temporary. It's so tacky looking with those backgrounds, and obviously doesn't have a purpose.
#1080
Absolutely. Now who am I going to send my lifetime collection of toenail clippings and ear wax to? Thanks, thanks a lot Monkey!  :=
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