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#2741
General Discussion / Re: Wii
Wed 03/05/2006 09:28:53
Quote from: SergioCornaga on Sat 29/04/2006 05:31:20
I still find it hard to say "Wii'll" as in "Gee, the Wii'll be so great". Theoretically, it should be pronounced like "we'll" so it'll probably end up sounding like "wheel"...Ã,  :P

So, have Nintendo re-invented the wii'll?

Anwyay, I agree with layabout. Nothing like a double-entendre to get free publicity. Maybe the PS3 will now be renamed "PUSSI3"
#2742
Check your hosting's instructions on PHP. Some insist on certain file extensions, some insist on certain directories, some dont have PHP support...
#2743
Also, the Description module now does something liek this with its "Sticky" mode. If anyone would like a different functionality to be more Discworldly, please let me know details...
#2744
Congratulations on getting your thread into the top 10 longest threads on the forum, Wretched! Not sure what that says about the game, though...
#2745
Do you mean it has a sprite as BG which has transparent areas, or you have the BG colour of the GUI set to 0?
#2746
Maybe we should have this discussion in the Wiki article's Discussion page, rather than clutter up this thread?
#2747
A popup modal gui requires that it can grab the input for itself. To do this, all scripts have to finish. Therefore, using a Wait will not work with it. I suggest setting the GUI to Normal mode.
#2748
by the way, can people keep the wiki pages on the Coding Comp up to date with entries and winners, etc. please?
#2749
Well, anyway, v1.01 is up with 2.71 compatibility in the demo and the module. I think it will run faster in the latest beta, though, given the hoops one has to jump through in older versions to get certain info.
#2750
I've fixed the problems with running on 2.71, and the demo is now 2.71-compatible, too

EDIT: I also fixed the Fade function for gui mode not working
#2751
I've tried to make v1.01 of Description default to be more liek OverHot, to make it easier to transition, if people want to. Of course, if OverHot does what you want, stick with it (its better tested, too!)
#2752
Let me reiterate to get this clear.

You have 2 hotspots (lets call them A and B)

Interacting with A make you change to view 4 for 20 seconds then com back to previous view

Interacting with B gets you the object if you are using view 4, otherwise you cant get object

NB... what happens when you interact with A with view 4? Does the timer start again?

anyway:

Code: ags

//Interact with B
if (cBos.View == 4) {
  // Take Object (turn screen object off, add an inventory item, etc)
  cBos.AddInventory(iThingy);
} else {
  Display("I can't get it");
}


Code: ags

//Interact with A
cBos.LockView(4);
SetTimer(1, 20*GetGameSpeed()); // 20 seconds


Code: ags

// room's repeatedly_execute
if (IsTimerExpired(1)) {
  cBos.UnlockView();
}

#2753
He's spending 40 days and 40 nights in the wilderness being tempted. Yes, he's on holiday in Vegas! ;)
#2754
You can download a dual-core driver from AMD's website that is supposed to help with some of these problems. I sometimes had AGS problems like you describe when I had an X2 4800+ but I was never sure if  it was the CPU or the graphics card. Anyway, its worth a try!

Also, I think games made before AGS 2.71RC3 used an older version of Allegro which didn't like new Nvidia graphics cards. You can use the latest engine to run older games, see the AGS 2.72 thread for details.
#2755
Quote from: GarageGothic on Sat 29/04/2006 18:08:44
Edit: not necessarily alpha channel, since that indicates 32 bit sprites. I rather meant transparency aka pink pixels. For non-antialiased sprites it would be possible to script a workaround if the above suggestion was implemented.

You can have transparency in user-made dynamic sprites. You just need to make the BG the right colour. I use this in SpriteFonts.
#2756
Well, in practice I've found those things to be more trobule than they are worth, strazer. But why MyModule? Or is this for properties that are to be used by a module?
#2757
After various people contributed to the thread on pixel-perfect collision detection, I modularised it.

Download PPCollision module here (Requires AGS v2.71 or later!)
Full Documentation here

Simple interface, so I'll just copy the function names here:
// Functions:
//
//  The module allows you to use pixel-perfect collision detection
//  instead of the default rectangle-based collisions of AGS
//
//  PPColliding.CWithC(Character *a, Character *b);
//  PPColliding.CWithO(Character *a, Object *b);
//  PPColliding.OWithC(Object *a, Character *b);
//  PPColliding.OWithO(Object *a, Object *b);
//    Check if a and b are colliding, for different types
//
//  PPColliding.CWithAnything(Character *a);
//  PPColliding.OWithAnything(Object *a);
//    Check if a is colliding with any object or character. Returns
//    the value of GetLocationType for the first collision found, but there
//    may be more than one collision.


With version 1.02, now added extender functions (in AGS 3.0 and up) so that you can use also:

Code: ags

player.PPCollidesWithC(cRoger)
player.PPCollidesWithO(oLadder)
oLadder.PPCollidesWithC(cRoger)

#2758
This module can do lots of things!

Want a FoA-style statusline? Description can do it!
Want a hotspot description that follows the cursor? Description can do it!
Want the description on an Overlay or a GUI? Description can do it!
Want the text to stay still while you're over the same hotspot? Description can do it!
Want to be richer than Bill Gates? Description can do it!


Download Description module here (Requires AGS v3.00 or later!)

For more info, here's the instructions from the script header: http://ssh.me.uk/moddoc/Description

v1.06 fixes the problem with Sierra with BG mode speech and overlay Descriptions. It also adds an optional alignment configuration parameter for overlays.
#2759
Have you tried a fresh d/l and install in another dir?
#2760
Most graphics programs that do anti-aliasing, like PSP and Photoshop havea  setting to turn it off. Or, ou can save as a PNG with alpha channel, and so if you import into 32-bit-mode AGS, it will preserve the semi-transparent pixels at the edges properly and you lose the halo. If Poser can export without a BG colour with an alpha channel you can do this, or maybe you can turn of the anti-aliasing, however, this will probably apply to ALL the image, not just the outside edge.
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