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Messages - Ryan Timothy B

#1501
Quote* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
Does this mean that AA fonts now work with lucasarts style speech?
#1502
Oh, I thought you had explained that Object.Whatever or Character.Whatever, etc would be basic polymorphism. Meh.
QuoteSince they both have the same name, this is a simple form of polymorphism.

Anyway. It's a very interesting read. I love learning new things that AGS is capable of. It always manages to improve my scripting.

I've got a few other questions from the code you just posted, but honestly, I should probably just start another thread so that I'm not flooding this suggestion thread.
#1503
Hmm.. I see your point now..
Alright. Perhaps I will actually use this extend feature.
#1504
Ahh see, and I've even used polymorphism for my nonblocking walkto script and didn't even realize what it was called.

Would the Name, Height and Weight in the Person struct still be equal to that of the extended Employee struct? 
I can't see where one would actually need to extend a struct with another. Hmm...
#1505
Hey Monkey man. I honestly am a little lost with this base keyword suggestion and all.

I'm actually asking about the code you posted 3 posts above. I'm not familiar with all of AGS's limitations or even all of its capabilities. So I'm not sure if any of it is hypothetical coding to get your point across or if it's actually capable. (I should probably just test it myself, but I'd rather know that if it's possible, that I'm actually just not doing it right)

I want you to rub your big crazy haired head against mine--possibly cross contaminating each other with scalp organisms--and share some of that knowledge with me.

What exactly does the 'extends' do, if it's actually capable with AGS, otherwise I'm not allll that interested in knowing :P :
Code: ags
struct Stack2 extends Stack


Code: ags
this.LoadFromStack(s.Copy());

The LoadFromStack and Copy, are those real AGS functions too? Does it copy all elements of that struct index? Or are they functions that haven't been included in your example code's struct (I understand what it's doing, just not sure if it's an AGS function or not)?


Sorry for being a tard.

          ....and giving you head lice. :P
#1506
Right on! That was one of the best interviews so far. Good questions and they were all interesting and answered thoroughly.

Would it be pushing it if I demanded another? :P
Haha. Nah. I'd be cool if it were once every week or two.
#1507
General Discussion / Re: A hardware survey!
Wed 11/08/2010 01:32:43
You guys are all lucky with all these social insurance number questions and how big is your penis..  I was stuck with stupid questions like:
Q: "What do you think of my golden flowing hair?"
A: It's amazing.
B: It's fabulous.
C: I'm super jealous.

OR
Q: "If you could do the sex with one AGS member, who would it be?"
A: The guy who made McCarthy chronicles.
B: That Leafshade guy.
C: The guy who chooses the pick of the month games.
D: All of the above.

Talk about tough questions.
#1508
General Discussion / Re: Fast Food Rants?
Wed 11/08/2010 01:25:51
That was was the video posted 4 posts above yours.  :=
#1509
Yeah I did. I didn't check it out until now, though. It's actually quite impressive what can be done through a plugin, I hadn't realized.

I would still prefer it to be done through AGS. It's one of those features that I think should work out of the box. It's already half coded, it just needs that final addition.
#1510
I'd rather see you make a pirate rpg with your own story.
There's no sense in trying to build your rpg story around an already existing story which was made for a different gameplay, when you could simply just make your own story and characters.  In my opinion, it would be much better.
#1511
Quote from: Pumaman on Tue 10/08/2010 17:24:14
Ok, so are you saying that the alpha behaviour doesn't the work the way you'd like it to -- but it does work the same way as in previous versions of AGS?
Yes. Sorry for being confused earlier. Maybe Calin also remembered it working properly before too? Unless he actually knows of a new issue. His post did sound quite confident.

QuoteIf you switch round which GUI button is on top (by using the Send To Back / Bring To Front options in the editor) does that affect the result?
Yeah it pretty much overlaps in the same manner as what I posted above.

It would be super cool if the alpha channel worked just like layers in Photoshop. I'm not sure which request for me is most important.
Alpha channels that work as expected on a GUI, or DrawingSurfaces fully supporting alpha channels.
Argh. Tough choice.
#1512
Quote from: Worl Of Monkey Island on Tue 10/08/2010 14:40:46
What do you say to a curse of monkey island game where you can roam the seas freely and meaninglesly, an open ended game where you can do all you want

That would be Pirates of the Caribbean. :P
#1513
General Discussion / Re: A hardware survey!
Tue 10/08/2010 14:30:39
Why did your survey have the MB count for a gig at 1000 when it should be 1024, shouldn't it? That would definitely throw off your 'average' size for memory.
#1514
Critics' Lounge / Re: Website C&C!
Tue 10/08/2010 05:44:19
I simply copied this a while back to always have the scrollbar there even when you don't need it. It'll be disabled though, but it won't shift your pages over when there isn't enough content to have a scroll bar. I believe it works for firefox only, but what do I know?

Code: ags

html { 
	overflow: -moz-scrollbars-vertical;
}
#1515
I demand another interview! :=
#1516
QuoteYeah the api has a pre gui draw event.
Oh really?

That confuses me why CJ wouldn't have an extra DynamicSprite.CreateFromScreenShot function that doesn't take pictures of the GUI and mouse.  It would be very useful to me and others.
#1517
Going Khris' route would mean that you'd have to have the animations for each animation type and such scripted within his PickUp function.

I'd simply go this route:
Code: ags

void AddInventoryWithSound(this Character*, InventoryItem *item)
{
  PlaySound(50);
  this.AddInventory(item);
}



Which would replace the default AGS AddInventory, with this:
Code: ags

player.AddInventoryWithSound(iWhatever);


His would also not work with hotspots or if a character handed it to you, etc.
#1518
Critics' Lounge / Re: Website C&C!
Sat 07/08/2010 19:15:42
Well my resolution is 1600x900 but my viewing height in the browser (with all the tabs and such) is actually 707.
So with a 768 vertical resolution (which is roughly the smallest vertical resolution nowadays), the min-height with how my browser is setup should be 575. But everyone's browser is setup differently.

The scrolling issue with the page being larger than browser, happens with both IE 8 and Firefox 3.6.8.

Also with IE, the page isn't horizontally centered anymore.
#1519
Critics' Lounge / Re: Website C&C!
Sat 07/08/2010 16:57:35
The website is still viewed at a higher vertical height than what my browser and resolution can fit. So I still have a browser scroll bar plus the iframe scroll bar.  Makes it awkward.
Perhaps having a min-height for the page resolution.  Since anything lower than that minimum would obviously break the page if the vertical height was too low.

As it is now. It gives me that Geocities website made by random kids back in the day, feel.
#1520
I can offer a temporary mirror for the game. I'll just keep it on my server for as long as you need it there.
By the Numbers - Mirror      Edit: Mirror has been removed.

I'd offer a mirror for the making of video, but I never did actually save it.
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