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#1881
archive.org has a collection of beautiful, free performances like this relaxing piece, supposedly by Bach...?

http://ia300138.us.archive.org/2/items/rive044/rive044-01-aodl-bachspring_64kb.mp3
#1882
If you turn anti-glide mode off, does it make a difference to the speed of turning?
#1883
There are copyrights on performances and on the music. Classical music will be public domain, but the performances of it may not be. Modern bands will still be in copyright for both music and performance.

If you make your own midis of classic music, fine. But the music is still copyright of, e.g. Queen even if you made the midi yourself.
#1884
Well, as with anything with Dynamic Sprites, you don't want to keep them around longer that necessary, so I'd just flip them on the fly as required then restore the original sprites afterwards.
#1885
Of course, you can set anything to a Dynamic Sprite: just use the DynamicSprite.Graphic property to get its sprite number...
#1886
AFAIK, there's no way currently to get the number of options that exist within a dialog. I'd like to do something like this:

Code: ags

function AnyChoice(Dialog *dt) {
  int i=0;
  int count=0;
  while (i<dt.OptionCount) {
    if (dt.GetOptionState(i) != eOptionOn) count++;
    i++
  }
  return count;
}

if (AnyChoice(dlgFred)<2) Display("No point talking to him any more");
else dlgFred.Start();


#1887
Which version of AGS? This used to happen with me with older versions. Also, it can be a DirectX thing so try updating your video drivers
#1888
Or, just View folders like there are Sprite folders?
#1889
Saved games currently do not store things like local variables, dynamic sprites, etc. Making it save immediately would mean all this had to be added as well, apart form the issue Gilbert mentioned. strazer's suggestion is the most workable. NB I think that control actually has to return to the player before games are saved. This also guarantees that any screenshots that are saved of the game do not have modal dialogs across them ;)
#1890
Can't you just never let them walk where an object might ever be? I guess perhaps your "holes" int he walkable are too big for that... also, don't forget PlaceOnWalkableArea or whatever its called. Just check if your characters have somehow ever ended off the areas, then get them to move on to one, before processing any walk-click. Also, you could split the screen into geographical areas:

0123
4567
89AB
CDEF


Then, if your guy walks from 0 to 3, you turn off the appropriate potential object walkables in areas   0,1,2 and 3. If he goes from 2 to B, you turn off 2,3,6,7,A,B as appropriate.  All before doing the ProcessClick.

Actually, you'd need 17 for the example I gave, as you'd always leave one on, but that can be fudged...

A route finder would be easy if all your "obstacles" in the walkable area are convex, i.e. no dead ends, just things to avoid. And also if when you click somewhere, you just want the player to go next to that object/space, not necessarily to exactly where you click: The algorithm could be something like:

1. Determine which direction I am going... NE, SW, etc.
2. Head N or S as appropriate until I reach my final y coord, or hit an obstacle
3. Now try moving E/W as appropriate towards the goal, until reach x or hit obstacle.
4. If I cannot reach close enough to goal by repeating 2 & 3, back-up by size of largest obstacle and try again.
5. Repeat 4 until tried backing up twice and failed.

You could make the change of region also stop and restart the character's walk. You'd obviously need to keep a note of where he was going to start with.

#1891
You could do it by scripting your own walking route algorithm, I should think.
#1892
No, its that Wait forces a screen update, but the fade commands use an odd mechanism and don't force an update.
#1893
Or generally provide a post and pre hook into all the built-in functions ;)
#1894
They even managed to spell Dave's name correctly and incorrectly in the same article...
#1895
General Discussion / Re: Stop the evil!
Thu 14/12/2006 13:48:41
Quote from: Radiant on Thu 14/12/2006 13:39:14
If you want the series merged, just start a new section on the 5DAS page and add it there. If you need any of the information that was on the now-deleted 7DAS page, please drop me a PM.


You mean like: http://en.wikipedia.org/wiki/User:Amaccormack/7_Days_a_Skeptic ;)

I've been talking to the admin who deleted it on his talk page and he gave me the contents, which I have improved. I'm just waiting for his go-ahead before I reinstate the page.

#1896
Just a bump to highlight that I've added Speech bubbles to this. Look at the first post for screenshots of Roger and Mika's steamy conversation!
#1898
General Discussion / Re: The Longest Journey
Thu 14/12/2006 12:52:47
Get m0ds to do your wedding photos.

My walkthrough is:

1. Never go to sleep on an argument
2. Put the toilet lid down after peeing
3. Get a dishwasher

But remember, a bride only has three words in her mind on her wedding day: "Aisle. Altar. Hymn"  ;)
#1899
I've added speech bubble capability to my Hypertext module so this perhaps meets your needs, now...
#1900
General Discussion / Re: Stop the evil!
Thu 14/12/2006 11:40:43
I'm in the process of getting 7 Days a Skeptic reinstated. I will suggest that the Days series of games gets merged, actually. Looks like some of the votes have been won by "keep". I also have already reinstated The Adventures of Fatman...

I didn't make any effort for Masters of Sound, though....  :=
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