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Messages - Ryan Timothy B

#1401
I don't know if I killed it or not, but I don't like how flat the shadows looked. Here's a quick mockup.

#1402
I haven't seen anyone commenting on this, so am I the only one who thinks the leaves on that tree make it look like it's a poor jpg cutout that you see from inexperienced photo editing; usually from a kid?

I realize it's supposed to be one of those trees with the little pink leaves, but it's definitely throwing my brain for a trip. I'd like to say ditch the leaves and just go for branches, mostly because I wouldn't know how to get those leaves to look good.

And yes, definitely some depth as ben has shown just to make it look like it's not 2 feet above the grass, unless it is.
#1403
Quote from: Mods on Wed 03/11/2010 00:34:35
is what barrels in the middle of nowhere in space town are in 2009.
Haha. I need to play his new demo and see if I can spot any easter egg barrels.


Nah, I kid.  ;D
#1404
Well I've been making some progress on my little 3D programming experiments. :P  And I'm actually enjoying XNA quite a bit.

But I have a few questions for c# / xna that I don't quite understand yet.

Here's the first question:
Code: ags

namespace WindowsGame1
{
    public class Slice
    {
         [...etc...]
    }

    public class Game1 : Microsoft.Xna.Framework.Game
    {
         Slice[,] Pizza = new Slice[10,10];

         [..etc..]


I have a class called Slice and I'm making an array called Pizza containing that class. Now from what I understand, every variable in the Slice class would act just like a struct in AGS. Correct?

How do I find out what array index that I'm accessing?

For instance if I was accessing a function within the Slice class called Boob, like so:
Code: ags
     Pizza[2, 4].Boob();


How do I find out that it was 2, 4 within the function? Without having to create 2 ints that store the indexes the moment I create the array.


Also, stupid question, how do I make a variable accessible to both of those classes? I tried declaring them outside the classes and namespace but it throws an error.
#1405
Quote from: tzachs on Tue 02/11/2010 23:38:30
Hmmm, is it possible CJ already fixed it?
I tried to reproduce it (with the scenario you described) but it worked fine.

Nope. I'm using 3.2.0.103 now and I can still flawlessly recreate this issue each time.

Best way to do it is to hover the mouse over something that has the popup thing.


Then, at any time while the popup is visible, move your mouse up to the top tab. Actually, whether you click on the tab or not, the popup thing will show up there. You just have to pass over the drop down box before the popup timer cycles again.
#1406
Ai, I solved the first with who owns the fish. But obviously Calin got it first.

Spoiler

Color        Nationality      Pet           Drink         Cigar
Yellow      Norwegian      Cats         Water       Dunhill
Blue         Danish            Horses      Tea           Blends
Red          British             Birds         Milk           Pall Mall
Green       German          Fish           Coffee      Prince
White       Swedish         Dogs         Beer          Blue Master
[close]
#1407
How about someone fixes this little inconvenience?  You know you want to! :P

Also, Calin, did you happen add scroll bars to the GUI editor if it was too big to fit the work area?
#1408
I haven't downloaded this, but if you're working on the Find/Replace, it would be nice if the window didn't take focus. So that you can find a certain keyword, off click from the Find window, edit the line in the script editor and continue with the Find window.

It would be super cool if the window would be at half transparency or something when you're off clicked from it.
#1409
Quote from: RetroJay on Fri 29/10/2010 02:33:30
How can I dissable the middle mouse button click through out my game?
Monkey fixes it and explains it with his code.

Quote from: monkey_05_06 on Fri 29/10/2010 01:20:41
Other than fixing the indentation, I also changed the right-click "else" to check and verify that it actually was a right-click.


You have:
Code: ags

[...]
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }
[...]


The else would imply that if button clicked ISN'T the left click, it would run the mouse.SelectNextMode();. That means with this script, if you middle click or right click it will run the next mode action.


Which is why Monkey changed it to:
Code: ags

  [...]
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else if (button == eMouseRight) {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }
  [...]
#1410
Quote from: ddq on Thu 28/10/2010 20:07:22
I just want to say I don't know who built that awesome ship, but it wasn't me.

It was Damien who built it.
#1412
I still didn't get my 64,000 diamonds... :(

Nah, I kid. It wasn't me.
#1413
I find it very easy to know where I'm going in Minecraft. The clouds are always moving in the same direction. There are 4 directions to a block, and I usually travel in a straight-ish line with the blocks. So I never have much of a hard time finding my house. I also usually build near the spawn.

And as a bonus you can build yourself a compass with redrock and iron ingots which point to the spawn.
#1414
I'm not sure if this can be done with the *editor* side of things, but I suggested on this thread that whenever you add/edit/delete a global variable every room should be changed to an updated status so that they are forced to recompile on next build. It prevents issues if you create or change a variable to the same name as a room variable that's already existing, which causes unexpected errors. Or if a room is using a global variable and you delete it, it will crash the game when you go to run it.



Also a trivial one I suggested a while ago was having the X and Y input boxes and such for the positions for Objects, GUI controls, characters to support simple math. Such as: 150-10. Unless obviously it proves to be harder than it should be to do this. It was just something I figured the editor should support anyway, whether it recalculates it once you input it, or just keeps it stored as 150-10 would do.

The only reason I wanted it to support simple math is if I went to move every GUI element over 10 pixels or whatever, I can just subtract it without doing math. But if Calin is going to support selecting of multiple elements, this may not be needed anymore.
#1415
This thread is for posting questions, not demands.

It's been so many years that I can't even remember what The Dig UI is like. Isn't it a simple left click for actions, right click for looking?
#1416
Thanks Monkey! I guess I won't have to pay for the first episode after all.  ;D

Edit: To make things easier, this url works without Monkey's work around. I'm pretty sure you don't have to sign up for telltale games to have this link work first. But you need to sign up to get the free game.

http://www.telltalegames.com/bttfoffer
#1417
Wow, does he ever sound like MJF. I'm completely impressed.
#1418
General Discussion / Re: XBOX360 or PS3?
Tue 26/10/2010 12:39:03
Quote from: Mouth for war on Tue 26/10/2010 12:10:55
Also the games made for both consoles generally looks better on the xbox even though the ps3 is supposed to be a more powerful console...

Actually if I remember correctly, I think I read something on how XNA (if that's what the professionals use too) is very easy for developers to use over the one for the PS3. So the developers like to build the games for the 360 and port them over to the PS3; unless the game is obviously Japanese, then you know it's gonna be shit anyway (joking :P).

I believe I read that there are things the 360 can do that the developers have their games to work by, and once they port them over to PS3, they have to remove those effects and such since the PS3 doesn't support it. But don't quote me too much, check out a review site or something. Jeeze! :D


I actually don't like the average exclusive PS3 game, which is why I have the 360. Something about having a large sword and attacking thousands of men at once just doesn't seem entertaining for me. Of course the 360 has exclusive finger mashing games like Ninety-Nine Nights, but I'll avoid them like the plague. I'd prefer Mass Effect, Halo (even though it's not all that fun), Crackdown, Gears of War, and once upon a time there was Bioshock on this list before PS3 managed to fight for them. There seems to be a lot less exclusive games coming out on the 360 lately though.. Hmm.

Also there are Xbox Live Indie games. Not sure if the PS3 has something similar.
#1419
Quote from: Snarky on Mon 25/10/2010 22:18:03
Why? How does it make a difference whether you save all your files to a folder on the root or to the already-provided folder that there are shortcuts to all over Windows?

I really don't understand the resistance to My Documents. A lot of things will want to save there by default anyway, so it's easier to just go with it. Just keep things organized inside it, and you shouldn't have a problem.

As soon as you reinstall windows, won't you lose all those My Documents files? At least with XP I used to, but I haven't needed to reinstall 7 yet; and with obvious reasons, I didn't have Vista.

It's one reason why I keep things separate anyway.
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