Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SSH

#1861
Bump, to let you see the first cut of the module is out...
#1862
http://www.adventuregamestudio.co.uk/manual/Game%20options.htm
Quote
Number dialog options - adds an index number before each dialog option when they are displayed to the player. For example,
1. Hello there!
2. Goodbye

This allows you to visually show the player which option the shortcut keys will choose, as well as seperating the options if you don't use a bullet point.
#1863
Since lots of people stay away from Gen-Gen, I'm just letting people know that the AGS Awards thread has details of the awards, now...
#1864
Bump for update in the first post
#1865
It would be great if there were a tiny wee demo, GK. As for a separate forum for commercial AGS games, admittedly there are twice as many commercial games in the forum in 2006 than in the sum total of previous years, on the other hand, thats because there's only ever been 2 done before this year (Fatman and Mystery Manor, AFAIK). I really don't think the volumes involved are large enough to get worked up about, although it may be a good idea if commericial games have "$$$" or something at the beginning of their topic title...
#1866
General Discussion / Re: Sprites examples
Fri 22/12/2006 09:23:18
Why not download the RON characters if you're looking for samples?
#1867
Yeah well, you might notice a certain similarity in my code to the second algorithm here: http://en.wikipedia.org/wiki/Binary_search  :=
#1868
I keep forgetting that the Y-coords in AGS are upside-down.
#1869
Yeah, I'm doing a similar thing, Rui. My binary search/insert code:

Code: ags

function Globals::find(String ss) {
  if (this.last!=null && ss==this.last) return this.lasti;

  this.last=ss;
  int left=0;
  int right=this.count-1;
  while (left <= right) {
    int mid = (left+right)/2;
    int cmp = ss.CompareTo(this.name[mid], true);
    if (cmp>0)
      left = mid+1;
    else if (cmp<0)
      right = mid-1;
    else {
      this.lasti=mid;
      return mid;
    }
  }

  // No match, then insert
  int i=this.count;
  this.count++;
  while (i>left) {
    int j=i-1;
    this.name[i]=this.name[j];
    this.val[i]=this.val[j];
    i=j;
  }
  this.name[left]=ss;
  this.val[left]=0;
  this.str[left]="";
  this.lasti=left;
  return left;
}



#1870
Turning is done in AGS by showing the standing sprite for each direction in turn. You can, of course, make any animation you like and play it withj the animation commands if you want something more natural.

Unless you're using sierra-style portraits, the blink view isn't used, by the way.
#1871
How do you define "head"? If you just compare sprites, obviously its going to match whenever they touch. You need to be able to say where the head is, somehow. Probably the easiest thing to do is a rectangle overlap, but only of the upper N pixels of the "goomba" and the lower M pixels of Mario, then only the feet contacting the head will work. In fact, you only need check one line, probably.

Code: ags

int diffx=cGoomba.x - cMario.x;
int diffy=cGoomba.y - cMario.y;
if (diffx<0) diffx= 0-diffx;
if ((diffx < ((31+37)/2)) && (diffy > 30) && (diffy<36)) { 
  // Kill the Goomba
}



#1873
I might do that, but why not just create a dummy up loop the same as the single loop?
#1874
Oh, I've got it already:

Code: ags

function strcmp(String a,  String b) {
  int i=0;
  while (i<a.Length) {
    if (i>=b.Length) return 1;
    else if (a.Chars[i]<b.Chars[i]) return -1;
    else if (a.Chars[i]>b.Chars[i]) return 1;
    i++;
  }
  if (i<b.Length) return -1;
  else return 0;
}


I just thought a native one would go a lot faster...  using it for my "find position in ordered list"...

#1875
It would be great if String.CompareTo could be modified to return:

0 if strings equal
-1 if string A<B
1 if string b>A

as currently, sorting strings alphabetically, you have to do it char by char, which is a pain. It would be like the <=> operator in some languages...


#1876
How many lines were there (1) in the file yahtzee sent you? (2) your first file (3) your second file?

The numbers have to match (1) for it to work...

Also, if you used any ü, ç characters, etc. then they probably won't display unless Yahtzee sets up a special font, or used a Truetype font in his game.
#1877
Beginners' Technical Questions / Re: GUI Help
Wed 20/12/2006 14:11:54
I'm not entirely sure what you want here. What do you mean by "I want the user to be able to put the objects the he has in it. " Is it some kind of backpack or soemthing where you can store extra items but have to transfer them back and forth? If so, that's actually a really irritating piece of gameplay, but anyway, you're maybe best to use a dummy character's inventory for that, rather than the "real" inventory of the player.

so instead of player.AddInventory(ITEM) do cDummy.AddInventory(ITEM). You can set in an inventory window gui control which character it refers to.

and the ActiveInventory's ID is found by player.ActiveInventory.ID! But you don't need that to remove it: use player.LoseInventory(player.ActiveInventory).

so to transfer something from player inv to the other:

Code: ags

cDummy.AddInventory(player.ActiveInventory);
player.LoseInventory(player.ActiveInventory);
player.ActiveInventory=null;


#1878
In the objects' inventory interaction (look at):

player.ChangeRoom(ROOM_NUMBER_OF_THE_BOOK);

and in the interaction of the book's "Quit" hotspot...

player.ChangeRoom(player.PreviousRoom);

#1879
Ironically, Maariv seem to have spelt the title wrong... next to the screenshots  ::)
#1880
An synthesiser came to live, and was called "The Moog":



Not an entry
SMF spam blocked by CleanTalk