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Messages - Ryan Timothy B

#1481
Lmao Khris. That's my exact thoughts on the matter too. :P

Anyway, no better way to use my leet post than to put the king in check!





Knight from D4 slaughters Bishop on F3, putting King in Check. *Hoorraay*
#1482
A character only stops on even numbers. I had an issue with this as well when I wrote my non-blocking script.

There are two options, you could remove any odd number that you're telling it to walk. eg: player.went(31, 76);  to  player.went(30, 76);

Or you could have the script check if the number is odd and just subtract a number. eg:
Code: ags

function went(this Character*, int x, int y) {
  //this checks if x or y are odd and subtracts 1
  if (x & 1) x--;
  if (y & 1) y--;

  if (player.ID == 0){
    lx = x;
    ly = y;
    lPlayerGoing = true;
  }
  else{
    rx = x;
    ry = y;
    rPlayerGoing = true;
  }
  this.Walk(x, y);
}



And apparently my post count is telling me I'm 'leet'. Would you look at that!
#1483
♝ Bishop from D4 to take pawn on B2.



Khris' turn for white!
#1484
What I'm saying is that AGS doesn't recompile the room scripts when you edit or delete a global variable. It crashes the game when you try to play it. That's all.
Ignore my method on how I had to find out which rooms had the scripting issue. Since that's not the issue, just my hack attempt at finding which rooms had the issue. When obviously I should have just temporarily edited a script header like you mentioned.


When you add, edit or delete a global variable, AGS should mark all rooms as 'edited' and force a recompile whenever you try to compile the game.
#1485
Excellent new posting method for the MAGS challenge and what-is info. It gets to the point right away, which is the theme challenge.
Good work and good luck with hosting.
#1486
If you create a global variable in the editor pane then use it in a room script and then compile the game. Once you edit or delete that global variable within the global variable editor the game will crash and dump out this error:

Error: Unable to create local script: Runtime error: unresolved import 'variableName'


The only solution to find out what room has the issue is to rebuild all files each time you correct the issue for that one room. If you have multiple rooms with this global variable that you've deleted or edited, you have to rebuild it after each fix for each room.  In my case, I had to rebuild all files 6 times because I had the old global variable in 6 rooms.

EDIT: Ignore my horrible solution above to find which rooms have the issue, I don't want it to confuse and distract from the actual issue.
#1487
When a room changes with the ChangeRoom, it still runs the script afterwards before actually changing the room.

First. You don't need to export the image as a bmp outside of AGS just to import it again and delete it. Why not just use a Global Variable. Or a variable in the globalscript if this were all running in the globalScript (or just simply do the import export method).

But the global variable is definitely the way to go. Go to the global variable pane and you'll see that you can create a DynamicSprite* type variable. Let's pretend you name it cutBackground, like you did in this script.
Also, every time the zoomed room is loaded, the altered background won't be stored anymore.


So do this in the room script, or global script, or wherever this copying action should be called while in the previous room.
Code: ags

  cutBackground = DynamicSprite.CreateFromBackground(GetBackgroundFrame(), TopX, TopY, Width, Height);
  player.ChangeRoom(zoomedRoom);


Then in the new room (in the Room_Load, so you can see it before the fade in):
Code: ags

if (cutBackground!=null)
{
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  surface .DrawImage(0, 0, cutBackground.Graphic, 0, 640, 400);
  surface.Release();
}




If this were all being called in the GlobalScript you could simply just do the pasting of this image within the On_Event instead of the previous script doing it in the Room_Load, like so:
Code: ags

function on_event (EventType event, int data)
{
  if (event == eEventEnterRoomBeforeFadein && data == zoomedRoom && cutBackground!=null)
  {
    DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
    surface .DrawImage(0, 0, cutBackground.Graphic, 0, 640, 400);
    surface.Release();
  }
}




Then you just delete what is stored in the global DynamicSprite whenever you don't need it anymore.
Code: ags

  cutBackground.Delete();



Also, if this were a one time thing, I'd definitely suggest just drawing a zoomed in version of the background, since it won't look all that attractive stretched with AGS.
#1488
It's now FSi's move for white.
#1489
Quote from: bicilotti on Sat 28/08/2010 17:23:46
pawn g5 takes f5
Even the mighty Bici can't call his moves properly.

That's one heck of a side swiping pawn.  :=
#1490
Quote from: Khris on Fri 27/08/2010 16:48:58
Quote from: Virgil on Fri 27/08/2010 14:34:33Hope I didn't ruin anything. :D

Sorry to disappoint you, now our queen's gone... :o

I'll have to admit, Virgil's move and response was definitely funny seeing as he had completely missed that the queen was about to die, then moves a random bishop in a random location. Lol

It's definitely not a game that plays better with multiple people, but it's been an interesting game so far. I'm enjoying this little experiment.
#1491
Photoshop can easily do this by pressing CTRL+T (transform) while on a layer, or selection. Then just rotating the corner.

Obviously though, that once it has been rotated, it will degrade if you tried to rotate again. So you'd have to save the original shape if you wanted to rotate it multiple times.
#1492
Oh wow, Phemar. I had that same Micro Machines box. Lots of those cars seem to be the same as what I had too!

Damn those things were fun! Those and G.I. Joes; the small ones with the elastic waist and completely jointed limbs.
#1493
Let's see if my mind works for chess 10 minutes after waking up.

Queen ♛ G5 to H4


Wonkyth's turn!
#1494
I think the black team should be called the AFK's. :P
#1495
Well, since you now have an odd team, I'll gladly join. :P
#1496
I also can't wait. I can only imagine what chapter 2 holds for us.

Great work and congrats. The hard work will pay off.
#1497
Adventure Related Talk & Chat / Re: AGS Steam
Wed 18/08/2010 21:22:58
I would even love to make some flashy looking mockups of how the interface could look. (no guarantees though :D)
#1498
Adventure Related Talk & Chat / Re: AGS Steam
Wed 18/08/2010 21:17:25
I think it's a great idea and I totally agree with Snake about the chat room, friends list, etc. Maybe even a popup like how windows messenger does if you get a message from someone; obviously with the option to disable it.

Perhaps even a popup or flag on the system icon that notifies you of new releases. Hopefully there is the ability to check if a game or something has focus or not.. I hate playing a game and having something steal the focus of my game, or having the damn popup message thing flickering in the corner.

I am also really unorganized with my AGS downloaded games. They're all littered in my download folder and looks unbelievably hideous.
#1499
I'm not sure if this glitch has been fixed or not, I didn't see it in the Fixed section of the new 3.2 release.

Anyway, I'm actually posting in here because I started thinking of something. Having the Character.LightLevel property added to AGS wouldn't exactly help if you're using it to tween the character's Tint or LightLevel from and to each region.

It would work properly when the characters leave one region with LightLevel to another with LightLevel. But if the character is leaving a region with LightLevel to a region with Tint, it would cause visual issues.

What I'm saying is that I still couldn't get smooth color transitions for the character if I had the two types of regions right next to each other; Tint and LightLevel.
I guess when the character is leaving a LightLevel region to enter a Tint region, I could always fade the LightLevel to normal, then fade the Tint to the desired amount, or vice versa. It definitely won't look proper, and could possibly look horrible.


Is there any chance Tint could be modified in the future AGS versions, to do both Tint and LightLevel? Where you can lighten and darken the character just like how LightLevel works plus being able to Tint it at the same time.


If not, I'll still be happy with having a Character.LightLevel property; it's better than not having it at all. Just figured I'd mention what could possibly arise in a situation like that. A little hindsight, if you will.
#1500
With AGS, the saved games should be in your my documents folder in a folder called My Saved Games. So the saved games wouldn't be in the zip.

Good to see you finally finishing this game. I'll definitely have to give it a play through soon.
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