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Messages - Ryan Timothy B

#881
Can you explain more on what it's supposed to be doing? The whole ChangeCanvasSize (which you've spelled incorrectly plus a few others as Khris has pointed out) and what not is a little confusing.

If you use the PrintImage function multiple times the height will ever increase to Raw image height plus the sprite "slot" height as well. So it would be gigantic if used numerous times. (Edit: I actually didn't notice your Crop call below which checks if it's higher than 1500)

There's also a couple other things I'm confused with. For instance why you have a global variable for Surface? I've actually done some benchmarking and found out that it isn't noticeable if you reassign the GetDrawingSurface numerous times or not within a game loop. So you're better off with just containing the DrawingSurface variable within this function as a local variable.

Edit: You've also got  PrintImage  instead of   void PrintImage   (or function). I'm assuming this was typed by memory and not copied?
#882
Quote from: Atelier on Thu 23/02/2012 16:21:50
It's a QR Code.

http://en.wikipedia.org/wiki/QR_code
Half the girls I've heard talk about the QR Code they all call it a "Blackberry thing" because it's the phone they use. It gets me kinda upset. lol
#883
General Discussion / Re: New moderator
Thu 23/02/2012 16:53:31
Congrats man.
Now when is Ashen getting the boot in Beginners Tech and replaced with Khris or somebody who's actually online a lot? Even Scummbuddy doesn't come on very often any more - been over a month for him.

On a side note, I'd be willing to take over the Hints and Tips section. That's a section that's in need of desperate moderating. Multiple threads asking about the same game, misleading or incorrect titles, etc.
#884
The Rumpus Room / Re: *Guess the Movie Title*
Thu 23/02/2012 07:54:52
I'm getting a The Time Traveler's Wife vibe. Is that the movie?
#885
What are you asking for here? I've read through your code, it's very basic and still contains issues.

For instance this:
Code: ags

if (IsKeyPressed(eKeyUpArrow) == 1) {
          //attack monster code
     }
     else if (monsterz<=0) {
          //check if monster is dead
     }

That segment right there. If I were to press and hold the Up arrow to attack the monster it would Never enter the Check if monster is dead segment of code if I were still holding the Up Arrow, because it's an Else If.

Here's pseudo code to it's limits:
If (Up Arrow is pressed) run code
else if (monster is out of health and Up Arrow is not being pressed) kill monster

Then there's this (which wasn't spelled correctly, but that's not the point):
Code: ags

if ((expierance % 1) == 0) {

Do you know what this does? It checks what the remainder of experience divided by 1 is. Everything will result in 0, so there is no need to even have this line of code.

Since 10 divided by 1 has a remainder of 0. 11 divided by 1 has a remainder of 0. Even 0 divided by one will have a remainder of 0. Every number.

This battle code is very poor and leaves me asking "What's the point of it?". As Smash said, it's very static and will result in the same thing if you're on Level 10 or Level 200000. The monster will always die at the same amount of hits as if you're on Level 0.


Edit:
Even this, I have no idea what you're getting at:
Code: ags

int win=Random(2);
if (!win)  goldshow += 20;
     else if (win) goldshow += 10;
          else goldshow += 5;

This is what you've got here:

If (win equals zero) goldshow += 20;
     else if (win is one or higher) goldshow += 10;
          else (This will NEVER run) goldshow += 5;


Not to add to this hatred you believe everyone has for you, but you're WAY out of your league on this one. Take it from someone who could actually program a real RPG with AGS. You're not even close to the level of understanding logic.

It's not meant as an insult. Just being honest. You should learn to crawl before you learn to run. That's how we all had to learn.
#886
Check out Character.PreviousRoom in the manual.

Code: ags

function room_Load()
{  
  if (player.PreviousRoom == 2) 
  {
    player.X = 10;
    player.Y = 10;
    player.Loop = 2;
  }
}


With the above code it checks if the Player's previous room was room 2. Then it position it at 10,10 with Loop 2. Best done in Room Load because it moves the Player character to the appropriate spot before Fade In.
#887
Well the main issue with using a Region is that once you press the key to turn, when does it turn? The very second you press it and have it crash into a building? Or does it wait until it has the opportunity?

If it's waiting for the opportunity, then you're better off with an X,Y point for the center of the intersection. Then determine if you're within a circular radius of that X,Y point. If you're too far beyond that circular radius, it doesn't turn.

So there's two rings. The outside radius which determines if you're within that intersection and an inner radius which determines if you've pressed it too late.

You can then determine if the car is travelling towards the center of intersection or away from it. Then if it's travelling towards it and is within the two circles, then it turns but if it's travelling away, it won't turn.
#888
You're still better off not even touching Regions/Hotspots or anything of the sort.
Also with this method it looks like a rigid driving cutscene. Like you have to press the keys at the appropriate time or the car will crash. But there is no chance to correct your steering or go beyond what you see here.

I thought you were looking for a GTA type driving cutscene? Or are you moving more into the old school driving of the original Police Quest game(s)?
#889
Quote from: DeadSuperHero on Mon 20/02/2012 21:47:28
If anything, I think their parents should be applauded for taking the initiative and supporting it [..]
I'm not so sure about that. A young boy growing up in a house full of girls, he may want to dress up as these girls and do things the girls do. But why would it instantly be because he suffers from Gender Identity Disorder.

Or a girl growing up with brothers treating her like she's defective just because she's a girl, will definitely push herself into being more tomboy ish. Try to fit in with her brothers and prove to them she's just like them. It happens all the time, I witnessed my cousins doing this to their sisters and saw how it affected them.

So with the parents applauding the child into wearing the opposite sex clothing and helping support him/her, may actually be worse for the child. He/she's young, wants to fit in with their siblings or friends, doesn't in anyway mean the child has GID.

QuoteThe amount of trans-misogyny in this thread is appalling. Grow the fuck up.
That's a little harsh and you're being just a little naive to believe that a child knows what its doing at that age.

I agree the parents shouldn't allow this until the kids are at an age where they understand what they're doing. At 5 years old, I could have convinced myself I was a robot. With parents applauding my actions, I would have been one messed up kid who still believed he was a robot. Shit, I know how messed up I got after watching the Truman Show. After watching that movie I always suspected a camera was watching me at all times, a part of me still believes this is happening.
#890
First off here's my suggestions, if you want someone to look at your code make it look better. Indent properly and actually encapsulate it in the [code][/code] brackets.

I personally don't want to spend 2 seconds looking at this code, it looks a big mess of diarrhea typed with lazy fingers. AGS helps you indent properly, why would you remove it? It's purpose is to speed up the reading of the code.
#891
Actually there is one way you could go about cheating the system so that you could still get Auto-Number Speech Lines to still work and that is by using Define. But only useful if you were actually using the speech system, otherwise I'd just stick with using the extender method.

Code: ags

//put this in the header of the global script
#define BoxValues 10, 10, 100 

player.SayAt(BoxValues, "Test");

The Define will actually change BoxValues to:  10, 10, 100   during compile time.
So it actually works like this:  player.SayAt(10, 10, 100, "Test");
#892
Quote from: Snarky on Mon 20/02/2012 18:21:05
I went ahead and registered adventuregamestudio.org and adventuregamestudio.net.
Well that just gave me goosebumps. Good job man. I was tempted to do it myself.
#893
Quote from: Calin Leafshade on Mon 20/02/2012 13:30:30
I would assume that PMs and stuff are all obfuscated in the raw database.
Nope, the tables are easily accessible, if you had Admin access, and there is no "obfuscation of the raw database". ;)

The table is just like so with these columns:
ID_PM     int(10)
ID_MEMBER_FROM    mediumint(8 )   //damn smiley faces
deletedBySender     tinyint(3)
fromName     tinytext
msgtime     int(10)
subject     tinytext
body     text

The body is the Text of the PM, then there's the subject which is a Tinytext. So you could easily just read through every PM one after another directly from the SQL table - if you were lazy. The efficient way would be to just modify the inbox script to have all PM's visible from the "snoopy moderator's" account. ;)

Not that PM's contain anything overly important, but it's still good to have them locked down.

Edit: Then there's the table which contains the information if the PM has been read or not:
ID_PM    int(10)
ID_MEMBER     mediumint(8 )   // that damn smiley face again
labels     varchar(60)
bcc     tinyint(3)
is_read     tinyint(3)
deleted     tinyint(3)
(Not that you can really gather anything useful from that table)

And what I meant about "no obfuscation" is that once you gather the table passwords from the php scripts, it could be viewed without any issues as long as you upload a script to gather the information for you. Or if the server has a viewable database script, then it's even easier.

Edit: What I'm basically saying is Don't PM Anyone Anything Important. Save that for more secure channels. Just saying...
#894
Just a side note for you Nicky, you have duplicate code for the walk and face direction code. This would be better:
Code: ags

function hDrawer_Interact()
{
  cScar.Walk(324, 300, eBlock, eWalkableAreas);
  cScar.FaceLocation(324, 0, eBlock);
  if(Game.DoOnceOnly("PickUpSyringe"))
  {
    //pick up syringe code here
  }
  else
  {
    //drawer is empty
  }
}
#895
Quote[..]as giving access to the site would mean give access to all members' PMs, albeit only potentially
If this person is to have full access over the SQL databases, which would only seem logical, PM snooping would be unbelievably easy. So a trusted member is definitely a must.
...So maybe I should unvote Calin.. (joking) ;)

On a side note, AdventureGameStudio.net  is available. .com seems to be held hostage by a company trying to sell the domain - I think. I'd do a whois domain inquiry but I'm on my cell.
#896
Yes, someone really needs to update this forum to the new scripts. I vote Calin because I know how much he likes to be voted into doing things.
#897
1. Canada
2. Gas Station
3. Kilometres
#898
You're almost there..

Code: ags
function Box(this Character*, string Message)
{
  this.SayAt(x, y, width, Message); 
}

With x, y, and width obviously needing to be replaced with static values for your purpose.
#899
Yep, look up  Extender functions  in the manual.
Only issue is that the Auto-Number Speech Lines for easily getting all dialogue scripts and adding voice for them won't work with an extender function.
#900
Actually the same could apply for characters and their master script. Since all character share the master script but also have the ability to have individual scripts, the master script could act as the additional Class for each character.

So you could then assign Variables and such to all characters in the master script.

cJoe.Script.TalkedThisManyTimes  !=  cBob.Script.TalkedThisManyTimes

That's one way to sorta add to the Character Class. Either that, or you could just allow Partial to work with the Character Class.
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