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Messages - SSH

#3681
Sorry to drag up an old-ish topic, but did you guys reach a conclusion here, and any chance of writing it up in a printable format?
#3682
Obviously, you need to shag someone who works at the testing lab... that gives them a vested interest in getting your result done properly!

Seriously, though, looks like you'll need some serious distraction until test 2 results get in. And even then, you wont be sure that in a few weeks after that they they wont come back and say "we screwed up again"

Its amazing how bad health professionals are at getting blood tests done. When both of my daughters were born, they did various checks on them, including taking some blood. Both of them they had to come back and take the blood again (i.e. wake up the sleeping baby we had just calmed down after last time and stick a needle in their foot) becuase they hadn't taken enough blood fo r a reading to be taken. And I've heard of this happening to lots of other babies. It's amazing that (a) these doctors and nurses who do these tests every day on lots of babies can't get it right (b) they don't have a little mark on the vials that they put the blood in which indicates when there is enough.
#3683
This sounds like the intermittent bug that I found when doing Pixel Hunt. Basically, if you save the game (comment out error lines if need be) quit the AGS editor, reload you'll find it now compiles.

I think there must be a memory leak somewhere in the editor that is overwriting some compiler table that contains the list of valid property names of the object , or something like that

I only had this happen after I'd had the editor open in the game for several days, and it happened twice to me. But it is proably performing some specific action that causes this overwrite. To track down this bug, is there any chance that CJ could make an AGS version that logs everything done in the editor in a file, so we could then look back after fidning this occruring again for a list of suspects...?
#3684
Warning: full solution:
Spoiler

Start with the leftmost dice

Look at the dice to the left (if there is one) : if it is less than or the same as this dice, make that dice = 0
Look at the dice to the right (if there is one) : if it is less than or the same as this dice, make that dice = 0

Now move on to the next (non-zero) dice

So for 1 1 1 1 1:

1 1 1 1 1
1 0 1 1 1
1 0 1 0 1

Now, add up all the dice 1 + 1 + 1 = 3
Now, subtract 3   3-3 = 0

So 1 1 1 1 1 = 0

For 2 2 2 2 2:

2 2 2 2 2
2 0 2 2 2
2 0 2 0 2 summed = 6 -3 = 3

1 2 3 4 5
0 2 3 4 5
0 0 3 4 5
0 0 0 4 5
0 0 0 0 5 summed 5 -3 = 2

[close]
#3686
That's an important observation, but it kind of happens by accident... think Darwinism

Spoiler

The world is a tough place. Some will take advantage of anyone near them who is smaller than they are and crush them completely.
[close]
#3687
Sounds like you're getting further away.

Have you ever played Stratego?
#3688
6th dice? There are only 5!

Another hint:
Spoiler

Maybe Zapmate would be a better name for the game
[close]
and
Spoiler

the whole thing would be easier, more logical and less lame if all the answers were 3 bigger
[close]
#3689
Critics' Lounge / Re: Subway critizism UPDATED
Tue 22/03/2005 12:42:19
Peter, its no longer "gay" to like Kylie, since "I can't get you out of my head". Just thought you should be warned...  :=

Quote from: Peter Thomas on Tue 22/03/2005 12:36:35
Every time I read the station name I keep seeing "Kylie Minogue"...

Maybe I've been watching her stage show just a little too closely...
#3690
Spoiler

Number 1 is the best theory
[close]

Quote from: Kinoko on Tue 22/03/2005 11:59:15
I just read the comments on the page and they pretty much said it isn't a complicated maths problem

What I'm really interested in is whether its a visual solution or, as SSH said (not that I'm doubting you) a number problem

EDIT: Okay, my current theories are:

Spoiler

It's to do with the pairs of numbers
[close]

Spoiler

It's to do with the dots on opposing sides of the dice
[close]

Spoiler

It's to do with how many dots you have to add or subtract to equal something else
[close]

Spoiler

It's to do with the colour. But that's a really weak theory.
[close]

#3691
You can check out the source code of the page to find the algorithm....  ;)

or google.

Here's my hint:

IT IS NOT SIMPLE.

It is not like Petals around the rose, it is a proper math-ish algorithm, which is kind of disappointing (read: lame) really.
#3692
Tomate un Descanso (on AGS site somewhere)

I should maybe do a translation of some of my games, really, too!
#3693
In rep_ex, change the "while" to an "if" and remove the Wait from the condition .i.e.

if (typecount < length) {
#3694
Ooops, yeah, forgot about the arguments. Declare a global var:

int current_width;

and inside TypeLineInvis, do:

current_width = width;

and then change the rep_ex references to width to current_width.


You're not going to be doing more than one line at once, I assume?
#3695
Code: ags


#define Typetimer1   10
#define Typetimer2   11

  int textid;
  int length; 
  int typecount;

function TypeLineInvis (string say, int xpos, int vpos, int width, int delay, int wait) {
if (IsGamePaused()==0) {
StrCopy (line, say);

StopMoving(EGO);
SetTextWindowGUI(31);
  typecount=0;
  StrCopy(displayedline,"");
  textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);

  //get string length, to know how long the loop must run
  length=StrLen(line); //set string length
//start loop
  SetTimer(Typetimer1, delay);
}


in rep_ex:

Code: ags

if (IsTimerExpired(Typetimer1)) {
   // pick character at position "i"and stick it at the end of string "displayed line"
    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,typecount));
   //set textoverlay as displayedline
    SetTextOverlay(textid,xpos,vpos,width,1,1,displayedline);

    // if a space is added to the string do not play a sound, else play a 'tick'
    if (StrGetCharAt(line,typecount) != ' ') PlaySound(1);
   //increase the loop counter
    typecount++; 
   if ((typecount==length) {
    if (wait>0)) SetTimer(Typetimer2, wait);
    else RemoveOverlay(textid);
   } else {
      SetTimer(Typetimer1, delay);
   }
} else if (IsTimerExpired(Typetimer2)) {
  RemoveOverlay(textid);
}


or something like that...
#3696
Considering my daughter insists on hearing Kiss the Girl every night before her bath, I can tell you its NOT kiss the girl! It does sound more like a Beach Boys number to me, though I was thinking Sloop John B

#3697
Yeah, and we can trust hackers to update our firmware, can't we?  ::)
#3698
no, 'cause that was GOOD game adaptations, and I said Director Uwe Boll....
:P
#3699
Well, I wont have time to do the actual photoshopping, so do this in your head:

Find picture of Vin Diesel
Find picture of a deerstalker hat
Find picture of a pipe
Put deerstalker and pipe on Vin
Find photo of that female forensic pathologist from CSI (or Amanda Redman, if you prefer Silent Witness)
Find photo of Patrick Stewart looking sinister
Make Patrick Stewart fade so he's only just visible over a black background
Put Vin in foreground
Put forensic lady just behind Vin in foreground
Superimpose text: heading "Sherlock Holmes: Beverly Hills 90221b"
footer:
"Sherlock Holmes: Beverly Hills 90221b, a Jerry Bruckhiemer film, Vin Disesel, Amanda Redman as Doctor Watson, Patrick Stewart as Professor M, Chris O'Donnell as Inspector Lestrade. Directed by Uwe Boll"


And you have a recipe for a successful movie poster....


#3700
Darty, your accent seems more Middle-Eastern than Canadian  ;)
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