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Messages - Ryan Timothy B

#1641
Hmm, I totally don't remember there being a spell book.  I must not have ever picked it up when I was younger.  I believe I used to just remember the colors of the spells each time.
#1642
An example of a game without inventory:  Loom
Or it could just simply be like Heed or !, where you only interact with the room.
#1643
General Discussion / Re: Math Question!
Wed 02/06/2010 02:51:56
Hmm, I didn't know it was: (1/2)*a    (although I'm using 0.5 instead of calculating it for no reason every time I need it)
I was doing: 1/(2*a)

It's still not accurate though.

With this script right here:
float t=-1.0 / (-0.1);
x=0.5 * (-0.1) * (t*t) + 1.0 * t + 0.0;

Starting speed is: 1.0
Acceleration is: -0.1

I'm getting 5 when it's supposed to be 5.5.  I've actually noticed that with every 1 increment of the initial speed it subtracts 0.5 from what it's supposed to be.  What am I doing wrong?
#1644
General Discussion / Re: Math Question!
Wed 02/06/2010 00:55:08
Thanks for the quick responses guys.

Quintaros, I seem to be having issues understanding your solution.  Is there anyway it could be dumbed down a little--perhaps with basic pseudo-code?
I tried it with a speed of 1.0 and it came out around 140-something.  Without a doubt, I did something wrong.
#1645
General Discussion / Re: Math Question!
Tue 01/06/2010 22:44:45
I figured I'd revive this old thread with yet ANOTHER Math Question!

I imagine this is quite simple to solve, I'm just having mental issues at the moment (starting to wish I took more math classes when I was in high school). :P

Situation:
Imagine something moving along the X axis.  It has a speed which let's say is 3.0 at the moment.  Each game loop this speed is decreased by a constant speed, let's say 0.1.  So the first loop the object moves 3.0 pixels from where it was, the next loop it moves an extra 2.9 pixels, the next loop it moves 2.8, so on and so on until it reaches zero.

My question is:
How do I know the total distance it will travel on the X axis until the speed reaches zero, at any point from where it is to where it'll be?
Obviously I could use a while loop which simply does this:  distance=3.0+2.9+2.8+2.7+2.6+etc+etc..
But I like math too much to cheat my way out of a seemingly easy math problem.

Thanks for your time!
#1646
Look up Modules in the manual.

You need the import to be like this:
Code: ags

import function unitUPG(String Type, bool UPGable);


Which is odd because Import in the manual states otherwise.
#1647
Basically something like this:

The room variable:
Code: ags

int characterLocation;


Also you put this in the room's Repeatedly Execute Always since you probably want the NPC to walk around during the Player's blocking moments and such.
Code: ags

function repeatedly_execute_always()
{
  if (!theCharacter.Moving) //only check if the NPC isn't moving
  {
    if (characterLocation==1)
    {
      theCharacter.Walk(100, 100, eNoBlock);
      characterLocation==2;
    }
    else
    if (characterLocation==2)
    {
      theCharacter.Walk(200, 100, eNoBlock);
      characterLocation==3;
    }
    else
    if (characterLocation==3)
    {
      theCharacter.Walk(150, 200, eNoBlock);
      characterLocation==1;
    }
  }
}


characterLocation==0  can be when the NPC isn't in one of those locations.  When you start his cycle, you'll have to change the characterLocation variable to whichever location he's going to.
#1648
Quote from: icey games on Tue 01/06/2010 17:31:08
I don't work with square I just featur some stuff from FF in pub master quest,ect...

By that you mean steal:=
#1649
QuoteApparently according to the girls, women have nothing to compare with each other. Apparently breasts aren't such a deal for them, they have no reproductive value...
Bullshit I say.

I've seen some pretty nasty titties in my time.  Aergh... I remember this one girl in my town, drunk as hell, running towards me topless on main street to give me a hug.  They were the epitome of banana boobs.  They literally swooped down and back up.  Aahck..... I shiver thinking about them jumping up and down as she drunkenly pranced over to me.  Why she was running around town drunk and trying to hug me, well... that is another story, for another day.

So yes.  I say bullshit to that.  Some girls have great breasts, and some have horrible ones.  Life goes on.  You or even they can't say they don't compare or wish they had some other girl's breasts.

Of course their comparing isn't a reproductive thing, it's an attraction thing. 
We compare our dicks in the sense that we feel it to be an indication to who's a better, more attractive man and a more satisfying partner.
#1651
Advanced Technical Forum / Re: Phantom script?
Mon 31/05/2010 19:36:05
All the game versions were in their own separate folders in the same directory.

It's funny, before I had reported this, I had unzipped it 2 or 3 times to see if the problem was recurring or just an odd error.  Well the error happened each time.

Since I kept the zip in case you wanted to look at it, I decided to try it again today.  And low and behold, the bloody thing compiles correctly with the room changes in effect.  Weird.


I'll definitely try to remember the Rebuild all files if this error ever does happen again.  Thanks.
#1652
A few months ago I would have totally been ready to make an OROW game, but lately I've gotten myself into some team projects that definitely take away from my game creating time.
#1653
That and you also have to mail him a gift certificate for golden crispy onion rings.  Mmmm.     :=
#1654
The Rumpus Room / Re: Happy Birthday Thread!
Sat 29/05/2010 13:32:24
Happy birthday Bicirooni!
#1655
Ah, right on.  I didn't know it actually declared them in each script, no wonder why I was getting crazy results.

Is the export actually required?  Would import not do the work of export?

Edit: Never mind.  I discovered that it results in a bad import. :P  Thanks.
#1656
It's called enumeration (enum, in AGS).

You're actually using it wrong.  It's supposed to be like this (I believe, haven't tested):
Code: ags

function cursorAnimOnOff(CursorMode theMode, int iXcursor, int iAnimView, int iNoAnim )
{
    if (mouse.GetModeGraphic(theMode) == iXcursor) //"x" cursored-out
    {
      if (cursorAnim == true)
      {      
        mouse.ChangeModeView(theMode, iAnimView); //change to normal animated view
      }
      mouse.ChangeModeGraphic(theMode, iNoAnim); //normal cursor, no animation
    }  
}


A pointer used for OBJECT, GUI, etc are just pointing to that particular item.  But since CursorMode is a list of enumerations like: eModeLookat, eModeInteract, etc.  You have to access it like it's a variable type.

So the variable theMode will only use the enumeration types of CursorMode.
#1657
I created my own module script and in the header I declared a variable.  I can access this variable via any script, but I've noticed today that I can't actually alter the variable.  Is there some kind of import/export routine required here?
#1658
Oh dear, check out the daggers on his right hand.  Dude uses his finger nails to strum. :P
#1659
I've noticed that Objects don't have an Object.Scaling option, or Object.ManualScaling.  But scaling seems to be possible with objects already since there is Object.IgnoreScaling.

It would be nice if scaling could be manually changed on objects - right now I'm just using drawingsurface resize, but that's not as pretty with direct3D running.
#1660
Code: ags

#define guiAmount 3

GUI* guiList[guiAmount];

function game_start() 
{
  guiList[0] = gA;
  guiList[1] = gB;
  guiList[2] = gC;
}

function hideOtherGUIs(this GUI*)
{
  if (!this.Visible)
  {
     int i;
    while (i<guiAmount)
    {
      if (this!=guiList[i]) guiList[i].Visible=false;
      i++;
    }
  }
}


I'm not 100% certain this is what you're asking for.  Didn't test it, I wrote it in the forum instead of within AGS.

It's not actually possible to remove elements from an array.  But it is possible to create dynamic arrays, but once you change the amount in it, it resets the data in the array.
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