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Messages - SSH

#2681
General Discussion / Re: Games list on website
Fri 19/05/2006 12:41:41
You mean like this, Necro?
http://www.adventuregamestudio.co.uk/games.php?action=digest&sortby=3&sortdir=1&startfrom=0

You deliberatly can't sort by Rating for some reason I don't get...Ã,  ::)

Anyoen can feel free to send me suggestions for Game of the Month, too. Especially at the end of a month, so's I don't forget!
#2682
Brisby has now of course moved on and so I've been meaning to update it, but I'm quite happy for someone else to get involved, too, with Fuzz's agreement, of course.
#2683
For an alternative solution:

With the 2.72 beta you can reassign the graphics of frames at runtime, so you could use
dynamic sprites to superimpose heads on to the sprites of a view and then set the frames of your character to be the dynamic sprite...
#2684
Actually, the previous year games did have to be in the games DB to get voted on, as CJ's voting script (which he reused this year) used the games database info. It's just that someone (Pesty, I assume) went through the Completed Games Forum and chased up those that weren' t in. It's hardly an onerous requirement, unlike trawling a year's worth of CGA. But I've had this argument with Eric by PM already and it didn't reach a conclusion (other than Eric being pissed at me :( )

I'm quite happy for Automation to be entered for next year's awards, if I'm running them.

Incidentally, there are actually invisible games in the DB for the character categories, etc. that you could vote on that CJ hasn't cleaned up yet...


At least this thread publicises the requirement further, so the problem shouldn't happen again. I also did give Automation special mention on the podcast.
#2685
Yes. No.

scotch was completely wrong
games must be in the games DB and only forum members can vote
#2686
General Discussion / Re: Christopia
Wed 17/05/2006 12:49:09
Someone should make a Christopia chat engine in BYOND...
#2687
OK, this is really just the same program with the resolution changed, so I make no promises and won't support it. If you have a bug in it, please see if the same thing happens in the proper version before asking me...

..but.. here's the 640x480 one. You can see I haven't even bothered stretching the default sprites...
#2688
Another module to spawn from my walkcycle generator... I hope it actually works in something else! It requires AGS 2.71.

It's a file selection dialog for BMP and PCX files, with preview.

Download FileDialog module here

It's pretty simple really. Full instructions in module header, as usual. You also need to import the GUE file.

#2689
General Discussion / SSH 3000
Tue 16/05/2006 10:38:43
As you get more mature in years, like myself, and as you gain in forum experience you realise that the time is past for pointless threads and forum posts.

THIS IS MY 3000th POST, W00T!!!1!

Oh, the irony...
#2690
Quote from: Hammerite on Sun 14/05/2006 15:44:43
this is fantastic. ive always had problems doing walkcycles but this has really helped.
although its a shame that it cant to up/down cycles. but hell, they're the easiest to do anyway.
Thanks. Your wish is my command... v1.10 now up with front walkcycle capability. Just click on the animation and hit the "Load XML" button, select Front.xml and there you are.

Also, I can confirm that Ctrl-Q has always does the normal AGS quit in this program.

Quote from: pslim on Fri 12/05/2006 12:07:18
Also, a question: the x and y offsets... I can't figure out what they're for. Initially I thought it was to help line up the parts but when I changed the values nothing seemed to happen. It would help if we were able to move things around a bit.
The offsets do work, the front walkcycle uses them, but they haven't changed from previous versions...


By the way:

The program has about 3550 lines of code over 10 modules and the global script...
#2691
General Discussion / Re: An apology
Tue 16/05/2006 08:32:08
Here you go with another pointless thread.... we've already forgiven you, f00!  ;D
#2692
Yes, I've PM-ed the link
#2693
Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0044C71B ; program pointer is -42, ACI version 2.72.913, gtags (2039,18)

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.

in Bones (line 72)
from XML (line 108)
from XML (line 197)
from Global script (line 68)



Bones line 72 is:
Code: ags

Ã,  if (this.ds!=null) this.ds.Delete();


possibly significant is that this is occuring during game_start after some debug messages were displayed with Display (without a room loaded)

this.ds is a DynamicSprite, btw.

Also, I've noticed some strange behaviour with Strings during game_start, too. Its as if the managed objecet garbage collection isn't quite initialised properly or something...
#2694
I vote for <insert anyone who enters today here>  ;D
#2695
I never use that speech mode, and I guess its an unusual combination. I think this one may have slipped under CJ's radar on his long-awaited return ;)
#2696
Just to say, I think that I won't be able to make it (such as I would have been attending). However, I'll be turfing some more of my garden soon, so if you want to camp on my new lawn next year...  ;D
#2697
Why woudl you want to quit?  :=

Sorry, I always ran it windowed so I just used the X... I'll add a quit somewhere sometime
#2698
Of course, you can use 2 GUIs next to each other...  ;)
#2699
You can use system.viewport_height and gInv.Height to make that code more generic, KhrisMUC...

* SSH feels a module comign on
#2700
Text boxes can be handy to get input, but if you ever have more than one onscreen you may find that the user is typing in all of them at once, even if there is a popup modal GUI... so, this module automatically handles multiple text boxes. All are disabled at game start and are enabled when clicked on. Also, if a GUI gets turned on during the game that had a single textbox on it, that textbox is enabled.

Download MultiTextBox here requires AGS 2.71
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