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Messages - SSH

#4361
Quote from: DGMacphee on Tue 04/05/2004 16:02:43
There's a simple way to fix this:

US

That's your trouble, DG, you're always "us, us, us"  :)
#4362
Just to avoid confusion, the main complaint of this thread was fixed in 2.6SP1.
#4363
strazer: So make a function called NewRoomF that does the check and just find/replace!

Here's the two possible actions, of course, there would probably need to be "Ex" versions of each. It would be a bit simpler if CJ made the following state visible via global var or function
int following; // would need array if we have m,ulitple player chars

function MyFollowChar (int lamb, int chartofollow) {
  following = chartofollow;
  FollowCharacter(lamb, chartofollow);
}

function NewRoomF (int room) {
  if (following>=0) {
    if (stop_on_newroom) {
      following = -1;
      FollowCharacter(GetP{layerCharacter(), -1);
    } else {
      character[following].room = room;
      NewRoom(room);
    }
  } else {
    NewRoom(room);
  }
}


and just so Pumaman knows what I'd like to see in the editor plugin API:

  • Script Editor plugin that lets me semi-automatically-add an import to the script header
  • Script editor plugin that lets me add a #define and commented-out import to get the completer fooled, while editing a different file
  • plugin that automatically generates room #defines based on room name
  • plugin that can add a bunch of run-script interactions very quickly to a hotspot/object/inv item/char
  • plugin that is activated by a right-click and handles Marks in the room editor (using #defines, probably)

probably a bunch more...
#4364
TK's not a moderator here, so he wouldn't have those icons.... so it must be another forum (probably the one linked in his signature)

Oh ,and Babyoli... you need to look through the new preferences under your profile, becasue one of them determines if you come back to the thread after posting...!
#4365
Problem CHild. No idea why I even saw it, but it was terrible. And I can't beleive they masd eseuqeles, which wer eprobably worse but I haven't seen them so couldn't tell you.

Pokemon movie was pretty bad, too.
#4366
Thanks all for your nice comments.

Quote from: Queen Kara on Mon 03/05/2004 12:23:56
The menu looks much better now with making the font smaller.

What do you mean? Which menu? Compared to what? I'm a little confused!
#4367
Welcome to the forums, Dusk. I hope you'll enjoy AGS.

I think taht inventory items are displayed in the order in which they are numbered, so if FILLER is to be listed first, you'll have to make it your first inventory item. I could be wrong on this, though.

What exactly are you tryint to do with this filler, anyway. Is it just right-justfying the inventory GUI?

You could maybe manually do an invetory GUI by using buttons instead of an inventory area, but this woiuld take a lot of scripting. It would offer more flexibiltiy on exactly how items are displayed, though.
#4368
General Discussion / Re:Design a car sticker
Fri 30/04/2004 12:36:27
More wit:

Stormchasers: Low pressure... high stakes

Stormchasers: Elated by depressions

Stormchasers UK: An exciting pursuit of drizzle in north Manchester

Stormchasers: We're not rednecks, but we are idiots in a pickup truck


#4369
General Discussion / Re:Design a car sticker
Fri 30/04/2004 11:45:17
I'll let someone else do the artwork, but how about the caption: "If you can read this, you'd probably be better off driving in the opposite direction"?
#4370
Quote from: Penguinx on Tue 27/04/2004 01:40:04
SSH, I haven't forgotton about your logo. I'm just trying to find some time to ink a sketch I came up with.

I nearly did, when this slipped off the first page! Great, thanks Mr Penguin Sir
#4371
Damn, Stickiee stole my UNIX nerdism I was going to make...

I remember the 3 inch Amstrad disc. No halves there. Meant  that they were 10 times as expensive, though becuase Amstrads were the only ones that used them (apart from some MSXs, I think). Now, I also used Sinclair Microdrives in my time. And punched cards and mercury delay lines and core store....

* SSH  goes into computer nostalgia trance

No-one has suggested calling them 88.9mm drives, though. Makes them sound liek some kind of huga assault weapon. "I've got an Uzi 88.9mm"
#4372
The room's state is saved? I thought it got destroyed when you left the room. I used global variables to store the state and re-set it on my Before Fadein. Is it just script variables that get lost, then? Object states, sprites and positions and background frames are kept?
:o
#4373
Steve, have you got v1.2... I made the walkable areas a bit bigger to avoid the "long way around" problem. However, if you still get it, I'd appreciate knowing which tiles it occurs between, as maybe I can sort it out.

Spoiler

As I said, I used to just wander about randomly to get it. I only worked out that solution just yesterday.
[close]

I'd really like to hear from anyone who worked out the puzzle for themselves!

I don't think I'll do a v1.3 just for a full stop, though!

Thanks for all your feedback, though, Steve.
#4374
v1.2 is now uploaded, with Ashen's bug fixed.

Spoiler

Also, the hex puzzle is now easier to walk around on.
Here's one solution to the hex puzzle, there are probably more:

Start on middle of first row. Go SE, N, NE, SW, SE, S, NE, NE.
[close]
#4375
Quote from: DragonRose on Thu 29/04/2004 14:28:16
You shouldn't be saving them as PNG's anyways.  I thought that you could only import BMP's and PCX's.

PNG import came in at the same time as 32-bit with v2.6. I dunno, these oldbies who don't keep up!  ::)
#4376
Quote from: Ashen on Thu 29/04/2004 13:54:55
Nice demo, but I think I found a bug...

After I've opened the secret door, if I leave the secret chamber, Horemheb enters by the stairs at the top of the screen, not through the door

Ooops. Thanks for spotting that one. I've fixed it already on my PC and I'll try and upload v1.2 soon.

Quote
Also, I need help. Is there a way to get past the first secret room in the demo?

Spoiler

Each hex tile always has the same effect: for each column, it either toggles its state or always makes it come up or always makes it go down. It might help to make a map fo the tiles and then you can work out a path through them that leaves all four columns up. I had one myself, but I lost it and  I generally just wander randomly around the rightmost three rows until the columns are all up!

My map had things like "--X-" (third column toggled) and "1101" (all columns up excpet 3rd which goes down). So if you did the  second then the first, all four columns would be up.

If you get really stuck there, I'll see if I can work out a safe route (which will require careful clicking!)
[close]
#4377
Quote from: Peter Thomas on Thu 29/04/2004 12:41:14
weird.

Came up with an error when I tried to play. Said it couldn't load room1.crm, even though it quite clearly IS there.

Nothing I did would make it work... :(

This usually happens when the game is compiled with the "Split resources" option, but you haven;'t got one of the resource files (.000. /001, etc.)
#4378
Quote from: SteveMcCrea on Thu 29/04/2004 11:40:08
Quote from: SSH on Thu 29/04/2004 10:17:38
Quote
I'd also make the floating text fade in much quicker. It's a bit frustrating having to wait two seconds to see the description.
Well, a right click can describe it if you're impatient
But I want to see it now! >:(

Well, I'll consider it (it used to be even slower)... or maybe make an options GUI that lets you fiddle with volume, speeds, etc. but that'll be in the full game.

Quote
Quote
Don't forget that you can talk about any item in the background during dialogs
Really? That's a great idea! I wish I'd thought of that!
(I guess I should have read the manual better. Can you also ask about any inventory item then?)

Yes. The Help dialog also reminds you of this, but in version 1.1 of the game, you can actually READ the text as it is no longer yellow on a yellowy background! I changed the font from an outline one and forgot to change the colour.... *sigh*

I've submitted a walkthrough for the demo to the walkthrough database on AGA's site, but I dunno how long it takes for those to get approved.
#4379
Critics' Lounge / Re:hellllllp!! please
Thu 29/04/2004 11:07:17
Quote from: Andail on Thu 29/04/2004 10:46:43
Why don't you just look at yourself when you walk?
Then you would see that the arm moves back when the leg moves forward; they don't move in sync
Unless you're a camel, of course.

Camels have arms?


Anyway, smokey, Why try and do it in 4? I'd recommend 6 frames if you want a walkcycle to look good.
#4380
Quote from: Piter on Thu 29/04/2004 08:26:50
1) Number of rooms. 300 for massive project are running out fast... since for every menu. close-up, panel, intro, outro, cutscenes I need separate room.
3) Dialog script-lines. 2000 well, nice, but I wonder if you could double or even tripple it... since i've got only one dialog and used 20 lines.

300 rooms and only one dialog... well, I think that gives us an indication of how close you are to hitting the limits.  ::)

There are always creative ways of working around these things. For example, dialog lines can be increased by using run-script as scripting has no limit on it. Rooms can be doubled up by using non- animating background frames. Menus, panels, etc. can be done with GUIs (and doing them with GUIs make transaltions easier, too)

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