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Messages - Ryan Timothy B

#1381
You should definitely add outlining to the hotspots, regions, etc if you're selecting that mode. It wouldn't be too hard, it would just take a small moment of loading time while it traces out the whole background and saves it to a DynamicSprite until you change rooms.

Anyway, it's a brilliant idea. Hopefully it becomes quite useful to some.
#1382
That would depend on your game. If you only need it for that one room, you can get away with it being in the room script.
If you want it for all rooms, you should throw it in a global script instead.

If you do put it in a global script, you'll also have to put this in the script header if you want to use the function within the rooms:
Code: ags
import function AI(this Character*);

#1383
Advanced Technical Forum / Extender Question
Sat 13/11/2010 06:24:56
So I was Really playing around with extenders today. I've used them tons of times with the obvious AGS built in types like Character, Object, Button, GUI, etc etc.
But I've never used them on a regular variable or even a custom struct until today (not including the import method inside the struct).

Anyway, my question is this, what is the difference between this:

Code: ags

  struct sMyStruct {
    int i;
    import function test();
  };
  sMyStruct myStruct;


  function sMyStruct::test()
  {
    //etc...
  }


And this (this is the method I stumbled across today, by playing around):

Code: ags

  struct sMyStruct {
    int i;
  };
  sMyStruct myStruct;


  function test(this sMyStruct*)
  {
    //etc...
  }


They both seem to work in the same fashion, with  myStruct.test()  only the top one is more organized by showing you within the struct what you have for that struct.

Could something be done differently between the two?



Also I was wondering, I'm pretty sure it's not possible in AGS without a big workaround, is there an easy way to make an Extender method similar to how the characters and such work in AGS?

Like this how  character[0]  could be the same as  cThePlayerCharacter  or  player.
cThePlayerCharacter  ==  player  ==  character[0]
#1384
Quote from: dbuske on Thu 11/11/2010 20:01:11
After I edited the character sprite to make it taller, when I run the game, the pink shows around the character in game.
How do I get rid of the pink?
If you've resized the sprite with Bilinear or Bicubic filter, it will create a pinkish haze around the character. This is what I'm guessing you did.

If your sprites aren't alpha transparent, using the alpha transparency instead of Pink, the only resize that is friendly is Nearest Neighbor resizing. Otherwise you'll have a pink haze. The pink color must be EXACTLY 255, 0, 255. If it's one off, you'll see pink in game.
#1385
If I were the one who wrote this (it would take me much longer than it did you :P), I would do the road first then I would do the lines on the road.
That way you can do proper AA with the lines and not have them look as chunky. That's the only thing really holding this work back.

Since the road is mainly just one color, the lines are the only things that need that special touch.

Actually, the outside lines aren't so bad. It's mostly the center line. Perhaps it's mostly the image itself?
#1386
Quote from: Khris on Sun 07/11/2010 22:05:05
basically you put the result of your work in a "Games database" on the homepage of the engine you've used. This is voluntarily, in fact it's an additional bonus offered by the creator of the free engine you've used.
Nobody forces you to publish your game here instead of on your private homepage or on another forum or in a newspaper. If you choose to do so though, your work becomes subject to the rating of a panel consisting of individuals. Live with it.

That's definitely the best answer given out of all of these 'rating' rants.
#1387
Can't you just make it so that the white list only allows you to build and destroy? That way the server is still inviting.

Also, I'm black listed as well. Name: RyanTimothy
#1388
Yep, I've already mentioned how that is a serious confusion many moons ago.
It definitely should be phased out.
#1389
Quote from: Khris on Sat 06/11/2010 17:48:05
If that's the case, how did you make your game all this time without using a single variable?
Lol that reminds me of the AGS game T-REX and MUSCLE SAM big trouble in S.P.F. The guy used blank inventory items as global variables.

Oh how little things make me laugh. :D
#1390
I pretty much just went over all the existing shadows with a low opacity wide brush, and touched up a little here and there. Hoping I wouldn't destroy the image. :P
#1391
A lot of you guys are great with pixels. Some computer company has a challenge to make the best texture packs for Minecraft.
http://www.webhallen.com/minecraft/

Check it out. You can win a free, signed by Notch, solid state drive and first place also gets a painting of some sort.
#1392
No, I didn't compress it, I only upsized it with the width/height html stretching.

If you're on Firefox you can disable the blurring of sprites by doing this. There may be other ways to avoid the blurring by now, but this is one that I know. I'm sure half the AGS'rs don't have blurry sprites because they've disabled it.

You can also right click to view the image, but you'll only see it as 320x200 instead of the upscaled size that Nightfable has uploaded hers.

In the mean time I've uploaded a larger image.
#1393
Quote from: Dualnames on Thu 04/11/2010 13:56:18
EDIT: As for 2.72 I recall several me saying that 3.0 felt so foreign for me, and so unfriendly. Now I'm 3.1.2, guys you're fucking missing out. No excuse, nothing. You're missing out.

Yeah, I agree. I'm always about moving forward to what is bigger and better, even if it takes a little adjustment. Except for the new windows Paint, it's bloody useless with all those vector graphics always getting in my way. Good thing I only used it for rough sketches and such if I needed to visually explain something to someone in person.

AGS 2.72 was so damn fiddly it annoyed me. I agree that 3.x is as well with the events pane but not nearly as bad.
#1394
I'll definitely start playing once damage, monsters and minecarts are working in muliplayer. And definitely if the nether is added for multiplayer.
#1395
Well, since you were so kind, *cough*, I decided to play around by making a Dig inventory template.
http://www.bryvis.com/entertainment/other/agsf/DigTemplateV1.rar

Have fun with it. It's made for 320x200. If you need it bigger, I'm sure you can manage.

Press 1, 2 or 3 to have an inventory item added to the grid.
Right click to display Inventory or hide inventory


The grid has a limit of 8x5, once you reach that limit it stops adding them to the grid. This could easily be fixed by increasing the grid size and adding scrolling buttons. But I didn't feel like doing this, of course.

You could also modify the code to have it not display duplicate inventory items, but I left it possible for playing around. I love to play around.

Inventory items MUST NOT have alpha channels unless you use Calin's plugin, since we're using drawing surfaces instead of 2 GUI's with loads of buttons.


Edit: It was quite late last night when I did this and I completely forgot about removing the Item from the grid during the On_Event LoseInventory. It's now fixed.
7, 8 or 9 will drop their respective items (1, 2, 3)

Edit Again: I forgot about CTRL+S resetting all inventory items you've gathered and adding every inventory item available, for debugging. Since beta testing is always important, it now works.
#1396
Is this a joke I've missed, is Duals actually working on a MI game?
#1397
Now if you're asking if using them in general for a commercial game is a bad thing, well... I'll admit that the graphics would have to top notch for me to be interested in playing a game with photos over hand painted / pixelled backgrounds and characters. And it being commercial sets that bar even higher for the photograph backgrounds.

Something like these, done a little more professionally of course, I'd be interested in playing that game.

But if the graphics are going to be realistic, they have to match the quality of something like Black Dahlia.

Of course this is my opinion only and everyone has different taste.
#1398
Interesting points there Calin. I really should organize things per class, even if only for organization.

Quote from: Calin Leafshade on Wed 03/11/2010 17:48:35
AGS isnt really a good example since its not fully OO but a ViewFrame doesnt know which Loop its in and a Loop doesnt know which View its in. The same should apply for italian food.
Well, the way I see it, Italians are bad with directions which is why you must tell them where they are. :P
#1399
Yeah, that's what I was afraid of. I figured it was completely OO. Damn diddly dang it.

QuoteGV.total_number_of_boobs = 22;
And how did you know I was going to make a game with 22 boobs in it? Damn it, back to the drawing board. :P
#1400
You can't build or destroy anything in a certain radius of the spawn unless you're an admin, otherwise it will just reset back to normal.

If this disappearing block thing is happening far enough away from the spawn, it's an issue with the lag. I've experienced this before and I usually just moved over to a different chunk, like 16 or so blocks away, and you can start building again. Sometimes.
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