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#1481
The Rumpus Room / Re: Haiku maybe help?
Tue 16/10/2007 09:55:22
haiku hiatus
now ended most suddenly
nearly two ye-ars
#1482
No, but it might be lame to carefully prepare a post with such an emo title and post it across every adventure forum. Not that you'd do that, though. :P
#1483
I assume you mean "how do we go"? In which case, click the games montage at the top of this and every forum page...
#1484
Quote from: Pumaman on Sun 14/10/2007 23:05:39
QuoteGUI border color control says "set to 0 for no border" but this only works if the background colour is transparent (0) too. Otherwise it makes the border colour 0 (black)

I'll take a look at this. The problem with fixing things like this is that some people might be relying on the "broken" behaviour.

Well, the problem needs perhaps fixing in the documentation rather than the engine?

Quote
QuoteDefinetaly NOT the case

Which command are you using? File.Open? Are you running with or without the debugger (F5 or Ctrl+F5)? I think there might be a bug where it doesn't map the directly correctly if you use Ctrl+F5.
I think it's actually FillDirList that is the problem, as someone else mentioned. I'm using F5


Also, I just noticed this problem: I'm pretty sure eModeTalk<SPACE>to is not a valid script identifier:


and you can't import extenders:

Code: ags

import function SetMenuText(this *GUI,  String desc);


gives an error
#1485
Some people don't read one or other of the two forums...

SSH deletes all of the ATOTK music nominations
#1486
I thought I'd post this now with plenty of warning: if anyone wants their game to be considered eligible for the 2007 AGS Awards, they must make sure it is in the AGS games database before the end of December. Nominations will begin 1st of January for all games in the DB between 1 Jan 2007 and 31 Dec 2007. Posting in the completed games forum is not enough. If there is a game released that the author has not submitted then you can put it the the database for them. If you're too late, then your game will still be eligible for any future awards years.
#1487
I thought I'd post this now with plenty of warning: if anyone wants their game to be considered eligible for the 2007 AGS Awards, they must make sure it is in the AGS games database before the end of December. Nominations will begin 1st of January for all games in the DB between 1 Jan 2007 and 31 Dec 2007. Posting in the completed games forum is not enough. If there is a game released that the author has not submitted then you can put it the the database for them. If you're too late, then your game will still be eligible for any future awards years.
#1488
Quote from: Pumaman on Sun 14/10/2007 13:27:48
Quote3. Setting 0 as the border colour for a GUI does not make it have no border, as the control implies

Can you clarify what you mean?

GUI border color control says "set to 0 for no border" but this only works if the background colour is transparent (0) too. Otherwise it makes the border colour 0 (black)

Quote
Quote6. Importing a game with modules should name the module scripts after the module names, not just Module0, Module1, etc.

Well, the module names don't tend to lend themselves to file names. There are modules with names like "Module that provides snow/rain effects", which wouldn't be very useful as a filename displayed in the project tree.
As this is only a one-off thing when you import a 2.72 game, I think it's better to leave it up to you to rename them to something useful for you.

Module descriptions are like that, but module names are usualy just single words or camelcase and make good filenames, in my experience. What's long with long filenames anyway?

Quote
Quote8. It would be nice to be able to control the "working directory" of the debug run: the walkcycle generator loads files from its working directory and it isn't at all clear where that is when in Debug, so I have to run the compiled version.

The working directory should effectively be the Compiled folder. Commands like File.Open should be redirected to pick up files from there.

Definetaly NOT the case

Quote
Quote10. If I've added any breakpoints BEFORE using F5 (including trying to re-run after adding a breakpoint that worked) then the game fails to run and I get:

An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004274DD ; program pointer is -41, ACI version 3.00.953, gtags (2039,36)

Hmm, that's strange. Has anyone else had this problem? I can't replicate it.

I'll PM you my project so you can see if its specific to some code I wrote
#1489
another thing that is missing from the Dynamic sprite stuff is simply creating a blank one from scratch which there is a lot more point to now that one can draw on sprites.

DynamicSprite.Create(width, height)
#1490
Well, I was talking about importing existing 2.72 games that had modules in them. In that case, the modules in the game just get called "Module0", "Module1", etc.
#1491
Having been using v3.0b13 to rework the walkcycle generator a bit, I've got some comments:

1. Please can there be a menu option/icon/keyboard shortcut to save just the current script file. If there is a keyboard shortcut for this, please can it be described somewhere?

2. Where's the view animation preview?

3. Setting 0 as the border colour for a GUI does not make it have no border, as the control implies

4. Using Find in the editor might be nicer if the find GUI was like the Firefox one, "hidden" in/just above the status bar

5. Right-clicking a script tab should have a save option. Also, it would be nice for that menu to have the option to switch between the header/script of a module

6. Importing a game with modules should name the module scripts after the module names, not just Module0, Module1, etc.

7. It would be nice to have an option to run the compiled game rather than the Debug version

8. It would be nice to be able to control the "working directory" of the debug run: the walkcycle generator loads files from its working directory and it isn't at all clear where that is when in Debug, so I have to run the compiled version.

9. There should be an toolbar icon or context menu option to set breakpoints, as well as F9

10. If I've added any breakpoints BEFORE using F5 (including trying to re-run after adding a breakpoint that worked) then the game fails to run and I get:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004274DD ; program pointer is -41, ACI version 3.00.953, gtags (2039,36)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------

10. It would be nice to have the old option of highlighting  the outlines of GUI controls, becuase sometimes the controls are invisible until selected.
#1492
Now that we can draw using high-res co-ordinates, it might be handy to have the option of getting the mouse position in high-res co-ordinates
#1493
It just struck me that one function missing is DynamicSprite.CreateFromSurface(optional int x,y,w,h)...


Also, what colour are the new pixel create when one uses DynamicSprite.ChangeCanvasSize to make a sprite bigger?

And if I do:

DrawingSurface *rds=Room.GetDrawingSurfaceForBackground();

in a function, autocomplete doesn't work on rds. But If I declare rds as a non-pointer, autocomplete DOES work.
#1494
I think I put such a thing in my Hypertext module
#1495
Advanced Technical Forum / Re: Typewriter GUI
Tue 09/10/2007 18:39:21
Quote from: frission on Tue 09/10/2007 18:34:34
String.Format("%s%s",gTypewriterText.Text,TextToType.Chars
  • );
You want "%s%c" instead...
#1496
SP3 wil be out soon :D
#1497
Is there any possibility of being able to write AGS editor plugins in AGS, or is that too wacky?

On a related note, it would be nice if we could see command-line options and manipulate the global copy/paste buffer in AGS, too!
#1498
Phillip Pullman looks like a girl, lol!
#1499
Things people might want as plugins:

Sprite Editor: access to sprites
Speech/Music/Media manager (think someone tried this for the old COM plugin API)


Visual Express C# seemed to work for me, but it does keep complaining about not being able to copy dome file to Debug...
#1500
General Discussion / Re: Yo!
Sat 06/10/2007 10:17:04
Pff, excuses! Get back to work  ;D

Daughters are awesome
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