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Messages - SSH

#3861
Third-party preprocessor: before AGS runs its compiler, it could run an arbitrary 3rd party tool on a temporary text file containing all the scripts to allow full preprocessing

Parametrisable #define macros

When a sprite is imported, make part of its property box the name of the original import file (or "Clipboard"): this is becuase it is sometime hard to tell sprites apart!

#3862
Quote from: Scorpiorus on Mon 31/01/2005 17:10:58
Quote from: Pumaman on Wed 26/01/2005 20:45:28
QuoteOne question about the unhandled_event function, could it be a good idea to replace their parameters with appropriate enum values, since enums are now autocompleted?

Good point. It's a bit difficult with unhandled_event though, because the second parameter can mean different things depending on the first one, so an enum wouldn't really work. It's a bit messy, come to think of it.
Ah, yeah I didn't notice the second parameter has different values for different things like look at for object is 0 but look at for hotspot is 1. And rearanging them now would mean the engine will not be backward compatible with games made in earlier versions if AGS.

*cough* implement unions *cough*  :=
#3863
Well, of course the whole dialog system needs a generalisation to allow custom interfaces
#3864
I know this parody is a bit late on in the discussion, by but brian works very slowly:

AGS has NOTHING to do with making games. That's like saying kissing was invented so we can share cold sores
#3865
General Discussion / Re: Movies Based on Games
Mon 31/01/2005 08:35:32
Exactly, I once played a game based on this movie. I think it was called Sim City...
#3866
Quote from: SSH on Fri 28/01/2005 17:16:48
The text dump of scripts should include modules (although maybe not if they are set to non-editable)

It would also be nice if scripts were dumped in the roder they are compiled, at the momentnb header comes last and rooms cripts first which is kind of backwards...

and I'd want a module rep_ex, too...

If there is an overhead in accessing modules from rep_ex, does this apply to a global rep_ex calling a module function, too? That would be much more serious!
#3867
The text dump of scripts should include modules (although maybe not if they are set to non-editable)

It would also be nice if scripts were dumped in the roder they are compiled, at the momentnb header comes last and rooms cripts first which is kind of backwards...

and I'd want a module rep_ex, too...
#3868
Quote from: strazer on Wed 26/01/2005 21:24:05
QuoteIs there anything that you guys is particularly important that should be added before 2.7 goes Final?

I think being able to have repeatedly_execute, game_start, on_event, on_key_press, etc. in modules is pretty important. It would make their inclusion more user-friendly.
Seconded, or thirded, or whatever...

Quote
RunDialogOption(topic, option)
Until more customizable dialog option GUIs are possible, this would make workarounds more flexible. See my comment in there.
This would be nice, but is work-aroundable, unlike the most-important thing, the single GUI import/export
#3869
Quote from: Hotspot on Tue 25/01/2005 01:47:40
Darty is a slave driver..

now, what this post is really for:

SSH, you dont mine me "borrowing" your HTML code inorder to make the layout the same/similair do you?

Well, it was Darth who made up the web site, so ask him!
#3870
I'll do the same thing with my version...
#3871
GuyPeep! You mean that vasectomies are heresies! I better cancel my appointment...
#3872
Quote from: Pumaman on Sat 22/01/2005 14:07:54
Quote
Well, modules are pretty useless for code transfer in a game without any kind of grahpics associstaed with them, since these are graphical adventures, after all . They can only really be used for organisation at the moment, not collaboration.

I guess it depends what you'd envisiged using them for. The current implementation allows you to have handy "utility libraries" such as RickJ's INI File functions, and so forth, which the user can easily add to their game without having to cut & paste around in their global script.

Obviously if you were after a fuller implementation where you could have a whole GUI with code and graphics in a module, then this isn't there yet.

Actually, I realise that if you could just import/export invidiual GUIs rather than all of them then you wouldn't necessarily need tit to be integrated with the module system. You just get someone to save a GUI and a module and load them both up...

So, pretty please on the single GUI import/export, CJ, please (does big Manga pleading eyes look)  :=
#3873
Really, even if someone thinks your homosexuality is a sin from a Christian standpoint, I can't see why that should make a difference to how they treat you. I mean "All have sinned and fallen short of the glory of god". So, since we're all sinners, it's hardly news that Peter is one. I'm one too. Great! The whole point about Jesus's mesage being "Good News" is that you're forgiven, not that you're perfect and church leaders are often the first to forget this. Get a t-shirt made for when you hang out with dogmatic christians: "Judge not, yet ye be judged yourselves"

Try this out on them. See if they think these peopel would be good Christians:

1. A couple who had recently made a ofrtune on the property market and wanted to give some to the church
2. A guy who decides that he doesn't think much of Peter's New Testament teachings
3. A guy who did miracles as part of his own ministry but wanted to get involved with more mainstream Christianity, learning and contribute his wealth towards it
4. A guy who is on record as denying his faith when it suited his purposes, and then was all for it again a couple of days later
5. Leader of a cult who went into churches and trashed them, claimed he could do miracles and showed little respect for many establish church leaders and once described St Peter as "Satan"


Spoiler

1. Ananias and Sapphira
2. Paul
3. Simon Magus
4. Peter
5. Jesus
[close]

#3874
Quote from: Rui "Erik" Pires on Sun 23/01/2005 22:06:18
Quote* GUI control event functions now take a GUIControl* parameter, representing the activated control. This allows you to use the same handler function for multiple controls, and distinguish which was clicked. Note that if you have any existing event handlers they will no longer work -- you need to add a "GUIControl *control" parameter AS THE FIRST PARAMETER.

No, by DEFAULT there is a unique one created for each control, but if you edit the name to be one that already exists, then you can use the same function for multiple controls. In fact, this worked before in earlier betas, but this just makes it easier, as you don't have to detect  where was the mouse clicking, etc.
#3876
Before giving up, I had been going to add: "Best avatar featuring a kilt", "Best Scottish father of two daughters" and "Best author of a savegames with screenshots tutorial"
#3877
Well, it takes hardly any time to do at all if you set up a spreadsheet to tally results and then just add to that as votes come in.However, it took ages for me last year, as I had to go around harrasing people to get votes. Maybe this year there will be more enthusiasm, but htne it did take a week for anyone to reply to the thread...
#3878
I think its wrong to force people not to tell others of their beliefs
#3879
Quote from: Pumaman on Sat 22/01/2005 11:50:18
QuoteBe nice if those (arrays of) pointers coudl be INSIDE structures, too.

As I've said before, pointers within structs are not likely to happen, due to various different reasons. Sorry.


Oh, I thoguht that it was just the circular ref thing, because I only wanted pointers to built-ins not pointers to user-defined stuff.

Quote
QuoteThe module stuff is great, but it would be even greater if we could associate individual GUIs with it too. And ideally, inventory items, characters, sprites and views.

How about full 3D support and tea-making abilities while I'm at it?   :P

Well, modules are pretty useless for code transfer in a game without any kind of grahpics associstaed with them, since these are graphical adventures, after all . They can only really be used for organisation at the moment, not collaboration.

Quote
QuoteALso, having previously saved my game OK and I don't thinkm I made any changes, got this when saving to Test game:

Hmm that's a bit worrying, as far as I was aware all the editor problems were fixed. Did your game have any script modules?

Not really, although I might have just created an empty one while playing around with the module dialog...
#3880
Quote from: Matchew on Fri 21/01/2005 14:12:07
All this bullshit about meat on fridays and contraception is a waste of time.
And, as with some of your previous posts, not relevant to Protestants, who don't have those Catholic restrictions....

Quote
In conclusion leave gays to do what the hell they want, there aint nothin wrong with loving someone (unless it's like your cousin or a dead body or somethin coz in that case yer just plain sick >:()
Not that I'm advocating it, but why is necrophilia wrong, anyway? And when does it become wrong? What if you're doing it with someone and they die, and you don't realise straight away... If it's OK to do it with something inanimate, like  various plastic products available from all naughty retailers, then why isn't it OK to do it with an inanimate body? It's not as if they'll mind. OK, they're relaitves might be offended, but then they might have been offended if you'd done it while they were still alive even if they consented... It might be unhygenic, but then so are plenty of other things, so...

What??????
:-[

Quote from: TerranRich on Thu 20/01/2005 23:27:38
God didn't intend anything for humanity. Hence the "free will" we so dearly cherish.
How does not intending anything follow from giving us free will? Your two sentences have no logic progression.

Let me ask you this: what would be more rewarding. PLaying a game where you always win or Winning at a game where you copuld have lost? Or Creating a Robot that does everythign exactly as instructed or creating a robot that has its own intelligence and can make its own decisions? But if you made a robot that could make its own decisions, you wouldn't intend for it to destroy everything else that you had made and then claim that you didn't even create it.
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