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#1981
General Discussion / Re: Casino Royale
Sat 18/11/2006 20:54:49
For those who have already seen it:

Spoiler

Why did she kill herself at the end? In fact, why didn't she just tell bond she'd made a deal with the bad guys before handing over the money?
[close]
#1982
To lose one module might be a misfortune, but to lose both must surely be carelessness...
#1983
Of course, you could cache the scaled sprites in order to improve performance...
#1984
General Discussion / Re: AGS'ers with kids
Fri 17/11/2006 18:40:52
3 french hens
2 little girls (4 and 2)
and a wife in a pear tree
#1985
ew, this code looks a real mess. I'd rewrite it from scratch... ;)

Code: ags

 function GiveInv(InventoryItem *invitem, Character *charid){
  charid.InventoryQuantity[invitem.ID]=player.InventoryQuantity[invitem.ID];
  player.InventoryQuantity[invitem.ID]=0;
  UpdateInventory();
  player.ActiveInventory=null;

  GSloctype=0;
  charid.RunInteraction(eModeUseInv);
}

#1986
Err, the invname is not actually being used at all so that code is redundant anyway.

and character[GetPlayerCharacter()] can just be replaced by player
#1987
#1988
It's usually easier to use a GUI for debug info, if that is what you want...
#1989
I think the problem is that the character interaction code is in the Global script, and the objects are only defined in the Room script. So, what can you do?

There are various possibilities.

1. use object numbers instead of names, so replace oM1 and oM2 with object[1] and object[2] (assuming they are objects 1 and 2 in the room)
2. declare some Object * variables in the main script , export/import them and in the player enters room interaction fo the room, run a script that sets the global objects to point to your room objects.
3. Have some global variables set whenever the objects are turned on or off to keep their state saved throughout the game, in any room

In cases 1 and 2, you should add a check to the character interaciotn code which makes sure you are in the correct room
#1990
Quote from: Grundislav on Thu 16/11/2006 04:43:32
Four feet, seven inches, but only because I hadn't in like 8 days.

Oh wait...

Is that measured from base or tip?
#1991
Unless you sent the email to yourself at the same time that you emailled another account you have, how do you know whether the problem is at the sending or receiving end?
#1992
Well, in the paid-up version (sorry, I was aiming the dig at the OP, Ngallion) , you may find it handy to

Spoiler

guess some more passwords
[close]
#1993
Like perhaps a module?
#1994
My queued background speech module does the animation for you, as well as letting you queue up the speech, so have a look at:

http://ssh.me.uk/moddoc/QBGSpeechST.zip
#1995
Not sure, but shouldn't the exports be outside the function?
#1996
Modules can also have their own game_start, in case this is in a module...
#1997
Serves you right for cheating Dave out of his livelihood. Literally.
#1998
General Discussion / Game page search broken
Tue 14/11/2006 13:38:24
Look:

http://www.adventuregamestudio.co.uk/games.php?action=search&sterm=super&submit=Search%21

That just lists all games alphabetically, it doesn't restrict it to the search term...

I demand a refund!
#1999
You must have locked the character view in some other script run previously somewhere...
#2000
3119 colours is slightly over the 30 limit... here's a reduced version:

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