Super easy.
Cube
Cube
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Show posts MenuQuote from: Monsieur OUXX on Tue 24/01/2012 11:17:17I was only trying to think of how you'd give or check if a character has an inventory item. Generally the only character that holds inventory in a game is the player character, but not always the case.
I don't understand why you stepped back in our overall ambitions, here. You represented Inventories as part of a character, whereas I think inventories should be designed separately from characters, just like views.r "cEgo.Inventory["Spells"]" syntax, but through the Editor.
Quote from: monkey_05_06 on Mon 28/11/2011 00:18:18Seeing as this is slightly related to your conversation, would it be possible to have something similar to DynamicSprite.CreateFromScreenShot that actually grabs the screen before it applies the overlays (GUI's, cursors, speech, etc)?
[..]as opposed to snagging the background frame, drawing everything onto it to recreate the scene[..]
character[i].Inventory.AddItem(iWhatever);
Quote from: Snarky on Wed 18/01/2012 14:16:01
Maybe if you could explain to me why, for example, we need to decide whether characters should have no/one/multiple inventories, instead of just leaving that choice up to each game creator, I'd see the point of trying to make a universal adventure game specification.
Quote from: Monsieur OUXX on Sat 21/01/2012 14:01:54Basically because everything is being grouped into the Global Script. It's a gigantic mess.Quote from: Ryan Timothy on Fri 20/01/2012 21:17:22Can you decribe a use case? I can't visualize it. Maybe if there were some events associated to characters, like, let's say "has started speaking".
It would be nice if characters had the option to have their own script as well.
QuoteNot at all. If every entity had their own script, just like Visual Studio does with each Form and such, what would be the need of a Global Script other than a few game events and such? And then the name would be misleading. It should therefor be called the GameScript or TestGame.Script or whatever.Quote from: Ryan Timothy on Fri 20/01/2012 21:17:22
Would we really need a Global Script?(...) Basically all we would need is a Game script.
I won't say yes or no, it's just vocabulary, isn't it?
QuoteWhat's the honest purpose of a header script? So you can Import/Export things? The only reason we need that is because there is no Public expression. I see zero reason for having them. You need to document your module script, do it in the top of the module script itself.Quote from: Ryan Timothy on Fri 20/01/2012 21:17:22
I even think removing the header script would be justifiable
Why not. What is the opinion of scripters here? Doesn't it make a module more readable if you put all the comments, function description, parameters decription, etc. in the header?
Quote from: Monsieur OUXX on Fri 20/01/2012 14:05:32Quote from: Ryan Timothy on Thu 19/01/2012 16:49:36
Do you mean someone could create a Game object in an AGS application
I'm not saying someone *could*, and I'm not suggesting a way to implement it.
I'm just saying we should anticipate it, at least formally, because it's a possible use case.
QuoteOr you could force AGS scripters to write their game object as inherited from a global "Game" object, so that it's easily imported into another script just by copying the sources (a bit the way applets work)Do you mean someone could create a Game object in an AGS application, containing things like: Views, Loops, Frames, Sprites, Dialogs, GUI's, Rooms etc etc (whatever these existing objects get turned into).
Quote from: paolo on Fri 13/01/2012 18:17:35
It's a platformer....
Quote from: monkey_05_06 on Sat 03/12/2011 20:56:58lol Same.
Am I the only person who couldn't care less about it because the search feature and playback haven't really changed as a result of this redesign?
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