Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SSH

#3901
General Discussion / Re: Top Ten Actors List
Tue 11/01/2005 16:15:52
Quote from: Farlander on Tue 11/01/2005 15:19:37
1. Aria Giovanni.
2. Veronica Zemanova.
3. Sylvia Saint.
4. Brianna Banks.
5. Anita Dark.
6. Anita Blonde.
7. Jena Jameson.
8. Tera Patrick.
9 Katja Kean.
10. Katsumi.

I know what they all have in common...

Spoiler

They all have the letter A in their name. They also all have either the letters I or J.
[close]
#3902
Leopold, a fantasy turn-based strategy game. Think Stratego meets RPG...

http://catluck.com/leopold/
#3903
If you're going to use it for savegame with srceenshots thumbnails, then you need to have the ability to scale the sprite to whatever size your thumbnails will be.

It would be nice to be able to crop dynamic sprites, too. For example, if you want to cut a GUI off of a savegamescreenshot. Maybe the cropping could be done before the screenshot is added to the game, with game.screenshot_area_left, game.screenshot_area_right, game.screenshot_area_top and game.screenshot_area_bottom.


#3904
I'd also like to point out that anyone playing games on their TV with an Xbox, PS2, Cube etc. is only getting 720x480 pixels (in the US anyway)

So 640x400 ain't so bad!
#3905
Quote from: RickJ on Mon 10/01/2005 15:04:07
Quote
And I know its a suggestion and they're not allwoed here, but how abotu being able to open other scripts read-only while editing a script? I'm often needing to quickly check something in the header, for example...
SSH, I shall also sin for we share the same desires ...  :=

So it was you in the Blue Oyster the other night?  :=
#3906
While we're moaning, as ever, its a real pain that all the old function help is gone from the manual when yuo are converting the scripts... maybe 2.7 can have both in, as lots of people will be converting scripts...?  As it is I have to have two help files open at once, And I keep getting the wrong one, as they look the same on the taskbar... failing having the old functions in the helpfile you couldn't add the version number to the helpfile's taskbar text could you?

And I know its a suggestion and they're not allwoed here, but how abotu being able to open other scripts read-only while editing a script? I'm often needing to quickly check something in the header, for example...
#3907
Indeed, there's lots of ways to work around some of the probolems I mention, but I wanted to suggest what I considered as the optimal solution, rather than what might be a way of simplifying a workaround.
#3908
Quote from: Pumaman on Sat 13/11/2004 21:02:00
Changes from Beta 10 to Beta 11:
* Added support for global pointers in script, so that you can declare a global variable as a pointer. But, consequently:
* SaveGameSlot/SaveGameDialog are now delayed-response functions, just like the RestoreGame ones. This means the game won't actually be saved until the script function finishes.

NOOOOO!

This means, then, If I want to use the savegameslot function to save a temporary copy of the current game, then load it back in to get the screenshot, I have to stop the script and set a flag in rep_ex to pick up again on the next game cycle? Euugh!
#3909
Quote from: ola_66 on Sun 09/01/2005 18:02:54
linus,  I've just made a custom inventory screen, but I can't figure out how to change the "Save" and "Restore" screens...

http://www.twin-design.com/agsezine/9/tutorial.cfm
#3910
Scottish  ;)
#3911
CJ, if you just implemented overloading (and why not polymorphism while you're at it) then you wouldn't have this problem  :=
#3912
Ummm, your earlier reply about enums was wrong, CJ. Enums default to start counting at 1, not 0!

Oh, and shouldn't SkipUntilCharacterStops be objectised?

Can we have an enum builtin for GetLocationType results?

Can the manual liust in one place the legal values for the different builtin enums?

#3913
Quote from: Pod on Fri 07/01/2005 13:17:50
Quote from: Pumaman on Thu 06/01/2005 20:18:00
Well, I don't want to change the character from [ at this stage, but adding some sort of escape sequence to print a real [ is a possibility.

I suppose %[ would probably do the trick, unless there are any objections?

Why not /[ ? Like /"

If you're going to use a slash for an escape character, please use a backslash, like perl, csh, tcl, lisp, regexps, C, etc.
#3914
I used to use the Tabbrowser Extensions a lot in the 0.9 days, but it was buggy and doesnt work on 1.0. It had the great feature of "CLose left tabs" and Close right tabs" which I really miss  :(

Chatzilla IRC client!

Gcache easy to check if page is in Google cache

Webmail Compose

plus Adblock, tab preferences, disable targets download
#3915
YAY for the Room menu, at last we can edit the room script when in the areas screen, etc!


Quote from: Pumaman on Thu 06/01/2005 23:34:27
Yeah, the main issue is how to ensure type safety. Would just having the GUIControl* pointer be enough, or would you want to access label/button/etc-specific methods on it?

I'd want to run button-specific methods on it. Maybe if the handler functions can be declared with an argument, it would make the type clearer:

function myButtonHandler_Click (Button *this)...

Then when a user set a control to call a particular function, the editor could check if the function was already declared, and if it was, check that the type was the same...

Quote from: strazer on Fri 07/01/2005 01:10:08
Shouldn't we rename xxxAtLocation(int x, int y) to avoid confusion with future Locations?
Also, GetCharacterAtScreen sounds more intuitive to me than GetCharacterAtLocation.

I think we should find a consistent terminology to differentiate functions expecting screen or room coordinates.

I think "GetxxxAtXY" or "GetxxxAtCoords" is meaningful and clearest

Quote from: Pumaman on Thu 06/01/2005 18:38:10

QuoteAlso, for the (sorta) new GUI objects, would it be possible to include their x and y as parameters? Such as gInventory.x and gInventory.y.

Sounds reasonable to me.

Would it be possible to have width and height in there too, for GUIs and controls, please?



Another idea: could the syntax highlighting of the editor make deprecated function names appear in a slightly different colour?

And typo in manual ref of IsGamePaused:

if (IsGamePaudsed() == 1) UnPauseGame();

#3916
Quote from: Pumaman on Thu 06/01/2005 18:38:10
QuoteEDIT: I've tried this, and it seems that you can set the same function for multiple GUI controls, but (apart from the flipping global script opening every time you do it) the "this" pointer is not set at all! It would be nice if "this" was set for GUI handler functions.

I agree, that would be nice. However, it's difficult to implement this way, I'll have a think about it.

Well, it can be called something else, if that helps, like game.current_button_ptr or whatever...
#3917
Quote from: Pumaman on Wed 05/01/2005 20:32:16
QuoteAnd can you have static protected functions?

Yes.


What is the syntax? I have tried both:

  import static protected function get_slots();

and

  import protected static function get_slots();

in my struct and neither works: it says "protected not allowed in struct" which is a misleading message anyway!

I wanted protected static variable because I want the protection on the variable and encapsulation in a struct, but the struct is actually used in an array and I only want one copy of these variables:

Code: ags

#define SGS_SLOTS_ONSCREEN    9
enum sgs_saveload_t {
  eNone, eSave, eLoad, eConfirm
};
sgs_saveload_t sgs_saveload; // I want this in the struct
int sgs_offset; // I want this in the struct
int sgs_selected_slot;  // I want this in the struct
struct sgs {
  char t[200];          // This is the string description of a save slot
  int spr;                 // This is the sprite number of a save slot
  // internal fns:
  import static  function get_slots();
  import static  function reget_slots();
  import static  function do_save();
  import static  function do_load();
  import static  function close();
  import static  function check_do_save();
  import static  function interface_click(int button);
  import static  function on_key_press(int keycode);
  import static  function repeatedly_execute();
  // external fns
  import static function Save();
  import static function Load();
};
sgs sgs_struct[(SGS_SLOTS_ONSCREEN+1)]; 


oh, that last line doesn't work either. Despite 9+1 evaluating to a constant, AGS says that array bounds must be constant  >:(

Anyway, is there another way to have my global variables inside the struct, protected? Can I nest structs?

Code: ags

struct sgs {
  char t[200];          // This is the string description of a save slot
  int spr;                 // This is the sprite number of a save slot
} 

struct sgss {
  static sgs slot[10];
  static sgs_saveload_t saveload;
  static int offset; 
  static int selected_slot; 
// imports, etc...
}


Oh, and is it possible to automatically turn off the  8) smilie in the tech forums, as it seems to code up a lot when people post code

And another question: can multiple GUI controls be set up to access the same handler function? This would be quite handy. The "this" pointer would still be set differently for each call...
EDIT: I've tried this, and it seems that you can set the same function for multiple GUI controls, but (apart from the flipping global script opening every time you do it) the "this" pointer is not set at all! It would be nice if "this" was set for GUI handler functions.

And another enum question: I presume that enums start counting at 0 by default. Can you change this by doing:

enum mye {
one = 1, two, three, four };

and have two, three, four set to 2, 3, 4?


EDIT
BUG REPORT

When I try and edit the text of a new GUI label to be longer than 25 characters, it gets truncated to 25 chars. You have said elsewhere that the limit is 200 (and I've used longer labels myself before)



#3918
General Discussion / Onset of middle-age
Thu 06/01/2005 08:30:47
Happy birthday to meee
I am now thirty
I'm old and decrepit
Ooooh my back, oooh my knee


Cakes are available to all if you come to my office. For those of you who can't make it, please have a virtual cake:

#3919
Quote from: Pumaman on Wed 05/01/2005 20:46:35
Overall, after reading your post I do like and agree with most of your suggestions. However, as always, there is only a finite amount of time and features that can go in, so I'm afraid I can't promise anything.

Of course. You're doing a great job, CJ, and its only becuase of the great new stuff you've added in 2.7 already that I felt inspired to ask for more! I just wanted to get these in the tracker. Thanks for doing the builtin defines so quickly, btw!
#3920
Quote from: strazer on Wed 05/01/2005 16:17:45
Quote from: SSH on Wed 05/01/2005 15:05:18
and it would be nice if a GUI could have a click handler rather than just GUI controls

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=198 ?

That's not the same. I mean that as AGS 2.7 is adding that individual GUI buttons can have their own script, it would be nice if the GUI as a whole had a script, so that buttons which do NEARLY the same function can run in the old way (e.g. verb buttons on a SCUMM gui)

While we're here, I wish that you could access GUI controls with something like gui[2].item[3]
SMF spam blocked by CleanTalk