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Messages - Ryan Timothy B

#1361
Yeah I guess I should have read the whole thread. Anyway, print screen would actually then show that it is actually the monitor, not the software.. right? :P
#1362
Quote from: Sughly on Mon 22/11/2010 01:32:07
I couldn't for the life of me figure how to get full screen caps so I just took photos heh. Hopefully you can see what I mean...
When you first create an AGS game, F12 is set to save screenshots. But it only works during non-blocking moments, unless you change the script. It saves it in the Saved game folder in your documents, but only one at a time and will overwrite any previous screenshot.

Or, the most obvious solution instead of taking an actual photo (which is actually quite funny), is the button conveniently located on your keyboard called: Print Screen. It doesn't print the screen like it sounds like it does, it instead captures a copy of the screen into the clipboard, which you can then paste into a graphical program.

:P
#1363
Haha, nah you don't look like Ben Stiller. I was only joking around saying that it was the Blue Steel pose you were doing. :P
But you definitely look similar to LaBeouf (kinda).
#1364
Quote from: ProgZmax on Fri 19/11/2010 08:41:15
To get around this I've moved the functionality to the MIDDLE MOUSE BUTTON, which does not interfere with any of the room edit functionality.
It's kinda odd, I'm not a big fan of it since it's not a very common thing. I've never used a program that uses the middle mouse click other than 3D programs that have a gigantic interface and are using up almost every keyboard and mouse button. :P

Yes, I've tested your new room features now that it's not 3am.

The drawing runs into a few problems, same as Barefoot mentioned. You can't stop drawing at all. Once you've made the first click to draw a line or box, it will continue creating a new line/box after each ending click, without actually drawing the first one.
The only one that seems to work correctly is Walk-Behinds.

As for clicking on an object or character, it should also have on the list "Copy object coordinates". Whenever I have a moving object in game, I usually move it in the room editor to where it should be. Then I remember the coordinates from the right pane, and then move it back to where it needs to be. This would be much much nicer than remembering some coordinates - and half the time I remember it wrong. :P


Quote from: ProgZmax on Fri 19/11/2010 08:41:15
Would halving the coordinates on a walkable area by default be something people would want to see in higher resolutions?
Only reason I noticed this being a problem in the first place is for the reason that I'm the programmer for Journey of Iesir; which as you probably know, it's 1024x768. I had to make my own non-blocking walkto script and I first ran into problems because more than half my coordinates were copied from the room editor and weren't even numbers. I couldn't figure out why it wasn't working for most of them.

Obviously now, I just check if the coordinates are odd and just add one. So it isn't really a problem, just something I thought I'd mention.


Edit
And yes, how often do characters remain in their starting room? Every time you want to see if the room works for that character, you'll have to change its starting room, and then back again.
#1365
Hey Progz, man. Good work.
It's quite late here and I haven't had a chance to try this, nor do I know how yet or plan on learning at the moment. One AGS annoyance that always bugs me is that you can't right click on a background to get the room coordinates when you're in any mode other than 'Nothing'. It should honestly work for every mode, Especially while in walkable areas mode.


QuoteAdded a checkbox that only appears when 'use low res coordinates' is enabled and your game is in high resolution that will allow you to display the mouse coordinates visually as low res mouse coordinates.
Hmm.. With AGS, a character only lands on Even parts of the background. So perhaps with the suggestion I made above, when you're in the 'walkable area' mode, it should give you low res coordinates since that's what the walkable areas are made of.

Other than that, there isn't anything else I can think of at the moment.
#1366


Blue Steel?  :=
#1367
General Discussion / Re: who owns ags
Thu 18/11/2010 04:20:31
That reminds me of the Omaha beach scene in Saving Private Ryan, where some guy was in shock and walking around looking for his blown off arm.
#1368
Lol The first few moments I thought the pipe in his mouth was a levitating and smoking cork.
#1369
General Discussion / Re: who owns ags
Wed 17/11/2010 05:15:30
Quote from: Calin Leafshade on Tue 16/11/2010 23:39:32
Yea, actually I was referencing the 1960 movie... i have no idea what you are talking about Timothy :p
I was talking to you about it in Minecraft, apparently you forgot; and I honestly had no idea there was a 1960's movie.

Spartacus: Blood and Sand. I enjoyed the whole season. Minus the odd, though short, dream sequences they did in the beginning few episodes.
#1370
General Discussion / Re: who owns ags
Tue 16/11/2010 17:17:04
Ooo, did you finally watch it, Calin? It's an awesome tv show.
#1371
General Discussion / Re: who owns ags
Tue 16/11/2010 17:11:36
That would be Pumaman.

But if you're looking at giving someone money.... It's me you're looking for. :P
#1372
Why is Snake on the end of the hallway?  :=
#1373
Ha. Yup, you've posted that one before and I've found it useful a few times now.

That solution to get the autocomplete working with the pointer to the managed struct is an unbelievably huge quirk with the engine. Hmm.
#1374
Yeah, I'm definitely tossing all my votes on Zyndikate's piece. It is absolutely marvelous.

Idea - Zyndikate
Atmosphere - Zyndikate
Design - Zyndikate
Composition - Zyndikate
Technique - Zyndikate
#1375
Quote from: Matti on Tue 16/11/2010 00:23:39
What exactly happened to the asphalt?
Quote from: Studio3 on Tue 16/11/2010 00:58:53
What do you mean, I don't know what that word means.

Asphalt being the pavement.
It looks horrible with that shoddy texture. No offense. 8)
#1376
Yeah storing double the memory was the only approach I could think of as well. Meh.
I'll stick with the enum method definitely. :P

Thanks for answering the questions on the two exact extender methods and teaching me with your last post about $AUTOCOMPLETEIGNORE$. I didn't know AGS had any comment checking like that.

And with that, I decided to check if the triple slashes work before a function to work as the summary just like in C#. And it does! Bloody hell.


In case anyone else doesn't know, this will give you a summary:
Code: ags

///This function does nothing
function Nothing()
{
  //..etc
}



Are there any other cool tricks like that hiding away?
#1377
Yep.  :D
#1378
Hmm, yeah it works, it just doesn't work with the auto complete.
Anyway, it's alright. I was mainly just hoping.
#1379
Monkey has already answered it by saying he knows it's not possible.

I'm basically just experimenting. The Why isn't important.
But if you're seriously confused with what I was asking, I want to have a name pointer to an array struct. Just like how AGS has an extender (or whatever it is called) that points to what character[] of that struct. Where you can use cCharacter in place of character[5]. Same with buttons, GUI's, objects etc etc.

I have a hard time explaining it since I don't know what it's called. But Monkey knows what I'm talking about. :P

It just makes working with the code a lot more readable instead of  theArray[10]  if I wanted to access that particular array element alone.
But obviously I'll just do the enum method of  theArray[eTheParticularElement].
#1380
Thanks for the descriptive answers Monkey.

Anyway, about the extender method (if that's what it was called), like how you can call a character by the struct array number (character[ i ]) or by its scripting name cBob. There IS a work around if one wanted to make it similar to how AGS does it, but it involves a tiny bit of scripting each time you want to add a new element. And you couldn't access the variables from the extender method, so it almost makes doing it pointless.

So basically I'll just stick with the Enum method.

Code: ags

theCharacter[eCharBobby].DoWhatever();
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