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Messages - SSH

#3221
Sorry for being late on this, but the forums seem to have been down all night: anyway, scotch and Babar are getting an extensio for their entries, and maybe i can fit one in too. 23:59GMT Monday...
#3222
OK, since there's only one entry so far can those who are trying to get something finished for this, please announce now if they need extra time? I'd be prepared to stretch it to end of Monday if required, I think...
#3223
General Discussion / Re: Keyloggers
Fri 18/11/2005 11:08:00
Stick a webcam connected to another computer pointing at the keyboard...

I heard recently about some compnay that sells keylogging stuff for people to spy on their wives/kids suing the antispyware ppl for branidn their software as spyware...
#3224
Is it a GUI or using hotspots?
#3225
Candle: For the hotspot for button marked "1" you'd make its interaction do:

ComboLock.Press("1");

etc for button 2, 3, 4. Combinations can be letters instead of numbers if you prefer...
#3226
I feel prolific, oh so prolific, I feel witty and prolific and straight....

Here's another module from my mighty pen, for doing combination locks.

Very simple: Download, read the readme, import the GUE and module and Bob's your builder:

Code: ags

// room script

function room_a() {
  // script for Room: Player enters room (before fadein)

  ComboLock.Combination = "1337";
  gKeypad.Centre();
  gKeypad.Visible = true;

}

function room_b() {
  // script for Room: Repeatedly execute

  if (ComboLock.Status() == eLockStatusCorrect) Display("Woot!");
  else if (ComboLock.Status() == eLockStatusWrong) Display("You die!");

}


Download here (Requires AGS v2.71!)
Documentation
Download here (Requires AGS v2.71!)
Mirror

#3227
Just so you know, Zor's coding is unreadable and has no instructions on how to integrate into another game. However, it is kind of fun although I ran out of ammo and had to just leave the aliens for ages to come and kill me...

Anyway. If anyone else submits something with a modicum of readability, I think Zor'll be beaten!  ;)
#3228
SSH Productions are pleased to unleash upon the poor public the StarWars scroller module.

Download here (Requires AGS v2.71)
Mirror
Download a quick demo of it in action here.

The instructions ain't long so here we go:




Module 'StarWars'

Abstract: Provides a Star Wars-style perspective scroller

Dependencies: AGS 2.71RC3 or later

Functions:

StarWarsScroller.Run(String t, int font, optional int vanishy, optional int speed, optional int separation, 
         optional int color, optional int colog, optional int colob);

This runs a scroller with the text in t, word-wrapped and centred. The font specified is used.

  • The optional vanishy argument sets the y position at which text will have its vanishing point.
  • The optional speed argument (default 5) can make the text scroll faster or slower:higher numbers are faster.
  • The separation is a number that controls the gap between successive lines of text: it is a number for which a good value has to be found by experimentation (default 200)
  • The colour of text can also be set: if one value is specified in 256 colour mode, it uses that palette number, if 3 numbers are specified, the closest colour possible in the colourspace will be used. If none specified, the current RawDraw colour is used

StarWarsScroller.Stop();

Turns off the scroller, after it has been run

StarWarsScroller.SetSpeed(int speed);

Can be used to pause (speed=0) or even make the scroller run backwards (speed<0)

Configuration:

  The font used should be quite large (for TTF, say around 30 points) and it should NOT have an outline, as these tend to give lots of artefacts as they shrink into the distance

Example:
Code: ags

   RawSetColorRGB(180, 180, 180);
   StarWarsScroller.Run("How much is that doggy in the window? The one with the waggly tail", 3, 50, 5, 200);


Caveats:

Due to the AGS RawDrawColour and NormalFont not being readable, I coudl not save their old values when this module is run: therefore the user will have to reset these to their correct values themselves, after having used the scroller.

Revision History:

17 Nov 05: v1.0  First release of StarWars scroller module
17 Nov 05: v1.01 Fixed a wee RawRestoreScreen bug

Licence: LGPL
#3229
Minor bug: if you have a function import in a struct and you split it over two lines:

Code: ags

struct a {
  import function b (int x, 
                              int y, int z);
}


Then the autocompleter doesn't pick it up, and in fact pick up a wrong identifier instead... this may apply out of structs, too.
#3230
Just to confirm as I mentioned in other thread: I've not yet had the game shutdown bug with RC3
#3231
Try making your rooms the same size as the resolution o fthe game, or using SetViewport to fix the visible bit of the room.
#3232
Can you post what line 60 of your global script is, too, please?
#3233
You could add your own timestamp in to the save slot description and strip it off before displaying it to the player, after having used it to sort the games.
#3234
Well, all I want if the first one, and here's why:

I want to RawPrint in a different font, in a module I am wiritng. I do not control what the normal NormalFont is, so I want to restore it when I finish. I'd like to do:

Code: ags

int savefont=GetNormalFont();
SetNormalFont(myfont);
RawPrint(5, 50, "balh de balh");
SetNormalFont(savefont);


but I can't Get, only Set just now. Of course, the property-style "game.normal_font" might be better, but I'm not fussy how it is implemented.

While we're at it, if there are any other write-only things in AGS, can we fix those too?  ;D
#3235
And yet today it doesn't seem to do that at all...

'pooky!

Oh well, if it happens again, I'll use an overlay of the background captured before drawing to hide it all...
#3236
As long as the Aussies dont expect to play on oval-shaped cricket pitches or have a rugby ball...Ã,  ;)
#3237
I've added this to my list of modules in the Tech forum, as I'm sure someone coudl do a generic version of this.
#3238
Quote from: Ashen on Wed 16/11/2005 11:37:31
Quote from: SSHbtw, you used a slightly old version of 2.71 to make this, didn't you? The game doesn't quit properly for me, but CJ seems to have fixed this in the latest RC...
Actually, it's 2.7. We've already upgraded from 2.62 since the very start of the game (just after the ATC), and I can't honestly see us moving to 2.71 unless there're some vitally important features added. Or, of course, unless this becomes a major bug - what exactly happens?

Some people seem to have had AGS games not quitting properly: when closed in ANY way, the window disappears but there is still a task on the taskbar, and it requires killing in the task manager to get rid of it. I think it was an Allegro bug. I haven't had this problem happen again with the latest 2.71RC3
#3239
That's what I tried, pretty much exactly, and it flashed up the stuff briefly... :-(

#3240
Quote from: rharpe on Tue 15/11/2005 18:03:12
Oh and when the temple curtain was torn: This did NOT signify the removal of division between God and man... it signified the start of the New Testament. (The old ways of the Jews, their temple and the curtain was destroyed to signify Christ Himself changed the old ways to the new way... The New Testament.) The only thing that didn't change was the 10 commandments... which were written in stone directly by God. (Usually if it's written in stone, by God Himself, it doesn't change.)  ;D

That may be Catholic theology, but I love a good bit of Wesley:

http://www.hymnsite.com/lyrics/umh282.sht
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