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Messages - Ryan Timothy B

#1661
same as vince i play ff3 for snes super cooland fun beautiful graphics entertaining characters story i also liked earthbound different level of weirdness due kiddy theme.i also accidentally lots of slime.
#1662
Advanced Technical Forum / Phantom script?
Fri 21/05/2010 18:35:01
Alright, I was thinking that I was going insane.  I've tried it several times and can't figure it out.
Lately I've been working on this game, and whenever I'm at a certain point with programming, I zip the game and send it to the other team member to add dialogs and responses.

Well today, for some reason, I unzipped the game and added some new lines to the script.  Then I noticed nothing was changing.  I would literally comment out sections of the intro scene to figure out what was going on, and it would still play as if it wasn't commented out.  So then I started changing the player's X Y coords and adding random player.Say throughout the script, nothing would change.

It's as if it's running the script files from one of the previous builds or something?  Or through the AGS backup file.  I even changed the directory names for the older builds, just in case.  Has anyone ever encountered this before?

It only seems to be a problem in the ONE room (number 1), the rest seem to compile properly and not use some phantom script.


Edit: I figured out how to reproduce it.  I unzip the game the team member sent me.  Which is actually missing the folders (not sure why he didn't include them, perhaps he had issues on his end):
AudioCache
Compiled
Music
Sound
Speech

At this point I can freely change anything in the room script and have it update.  But as soon as I go to build the game files, the issues starts.

I'll just use the previous build to prevent any issues.
#1663
You were very close.  You just have to do this (which also works for character.Say):
Code: ags
Display("Go %s yourself.", swear("Fuck"));



Also you don't have to store the censored word into a string variable before returning it, you can simply just return the string itself:
Code: ags

String swear(String sSwearWord)
{
  if (matureLanguage == true)
  {
    return sSwearWord;
  }
  else
  {
    return "$%#@";
  }
}
#1664
Hmm.  It seems it's doing it because you're Indexing the image to 256 color with black as the first color.
#1665
I understand what a return does.
Although, I'm not exactly sure what a return does in something like Rep_ex.  If it's written inside an IF statement within the Rep_ex, does it abort the IF statement and continue on with the Rep_ex code, or completely abort the Rep_ex?


But anyway, I meant possible errors in your code, as in: it's harder to notice that you've missed out on a return than it is to notice a missing else.  It's also neater and less confusing logic with else's.

It's basically just less chances for screw ups, and especially since your posting code in the beginners forum, I'd try to stick to else's just so it's not as confusing for any new comers.  But hey, that's just the way I look at it. :P
#1666
I really don't think you should be getting into that habit with using return, Duals.  It could possibly lead to confusion and/or errors in your code.
Not that I've gone to school for programming to learn the do's and don'ts.  But I believe it should be done like this instead:

Code: ags

function hJtoilet_Interact()
{
  cJason.Walk(150, 105, eBlock, eWalkableAreas);
  if (Game.DoOnceOnly("peewhee"))
  {
    Display("You go to the toilet.");
    cJason.ChangeView(4);
    Wait(70);
    cJason.ChangeView(1);
  } 
  else  //you've already done it, so it runs the else.
  {
    Display("You've already emptied your bladder.");
  }
}
#1667
Quote from: SteveMcCrea on Tue 18/05/2010 15:14:55
Since it's your birthday, I decided to take a look at this.
That's the only reason I decided to ask last night.  Now get it working!!   ;D

Edit:  I removed the last portion of this post because I've got it working! Yay!  It suddenly hit me, you're drawing the gPixel at different transparencies sometimes in the same X,Y location - like layers.  I kept clearing the X,Y pixel of the sprite to match the background every time it went to draw a pixel.  So that's why they appeared as light AA in those broken connections.

Right on.  Thanks for this awesome module, you're my hero Steve.
#1668
The Rumpus Room / Re: Happy Birthday Thread!
Tue 18/05/2010 16:30:10
Quote from: abstauber on Tue 18/05/2010 14:20:45
QuoteRyan Timothy (26), Travis Anthony (26)

You guys are twins?

Yep!  :P  Our last name is quite french, so I decided to use my middle name instead.  He followed suit.

And thanks guys!
#1669
Hey Steve,

Using the rope test demo, is there any chance of being able to remove those AA gaps between the vertices of the rope joints, having it solid?
Like the center pixel always being 100% no matter what.

I've studied the code as much as I can without frying my brain.  It's gotta be the worst thing about using other people's code.
Heck, it even took me an hour just to make it draw on a sprite for an object instead of the background.  Now I can use it anywhere, even above the chosen characters and objects.  Even works with foreground walkbehinds.  Yay!

Edit: It doesn't show up all that badly on the black backgrounds, but really badly on colored backgrounds.  Like this:

(background is totally ripped from some random adventure game)

I understand why it's doing it, it's using floats for the vertices and judging the transparency on the edges by that.  What is the easiest way to make it convert to Int before it calculates the AA?  Obviously the visual of the 'rope' won't be as smooth anymore with ints, but at least it'll be consistent in opacity.

Thanks.

Hmm.. Now that I think about it, having the 33 rope points in int form, it'll still have AA issues between the two points.
So perhaps the only solution would be to increase the AA to 3 pixels wide/high in the areas in needs it based on the point before and after..  Basically how the photoshop line tool works, always with a strong center of the line.
How could I do this?
#1670
Yeah, that's what I used to do Calin until I discovered IsInterfaceEnabled(), which I believe does the exact same thing without the need of a boolean.
#1671
Quote from: Gilbet V7000a on Mon 17/05/2010 08:04:38
YOU asked for this...
Haha, now just imagine those fantastic shake screen effects with that marvelous background!
#1672
Quote from: SSH on Mon 17/05/2010 04:32:54
Any anyway, REAL AGS programmers would knock up a solution with ManualScaling in two minutes.  ;D
Lets see you do a custom direction of perspective in two minutes.  ;D

You'd probably need to set two points on the background (within the walkable area) and define the scaling percentage at each point.  Then calculate from there.  That's the easiest way I can see it working, for both the module writer and user.
#1673
Haha, right on.  I'm anxious to see any version of Ben's great Oceanspirit masterpiece; even if it's a demake.  :=
#1674
What you're suggesting there is a workaround, but definitely not efficient or super easy for all to understand.


Actually what would be really great, is a degree compass to select which angle the walkable area is.  That way you can scale the characters correctly for nonstandard perspectives.  You could technically also do a fish eye perspective, or other custom perspectives, with it as well by using two or more walkable areas.

You'd probably need a drop down list that has:
-Vertical Scaling
-Angled Scaling
and possibly even Horizontal Scaling, but I can't picture where that would be useful, at this moment.
#1675
Look! Ben, you even brought Dan out of hiding with this masterpiece of a game!  Such a wonderful world.
:=
#1676
One solution I know of is, in the Rep Ex Always, do this:

Code: ags

if (IsInterfaceEnabled()) theGui.visible=true;
  else theGUI.visible=false;


or just simply

Code: ags

  theGui.visible=(IsInterfaceEnabled());  //if it's true, it'll set it as true, or if it's false it will set to false.
#1677
The thing I love the most is that unknown words with most browsers now, have a beautiful underscore to tell you   -- that is unless he uses his bloody cell phone while running from a fire (again).
#1678
Brilliant little game. lol  I almost shat myself once I saw this posted in the CG's thread.

Too bad there wasn't an actual challenge to the game.. :(  Graphics for our little Oceanspirit Dennis hero are like Ben There, Dan That meets JRPG.
#1679
It's because Duals is a big softy... you should be apologizing to him.  Wasted the poor guys time by having him read this thread.  Sheesh.
#1680
lol

Just make sure you get someone to proof read this 'million dollar game' of yours - not that I'm saying you're not capable, your words flow like mineral oil in my rectum.
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