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#461
The Battle of Lützen was one of the most decisive battles of the Thirty Years' War. It was a Protestant victory, but cost the life of one of the most important leaders of the Protestant alliance, Gustavus Adolphus of Sweden.

Yes, I know I cheated, but can we move on sicne no-one but Andail seems to have heard of it?

Next: The discovery of the new world
#462
Dearie me, my brain  must not have been working on that paragraph...
#463
I can't believe you didn't mention the invasion of Russia where he hugely overstretched himself and decimated his army by not ensuring his supply lines... oh well!

Also, Andail didn't specify WHICH battle of Lützen (guess who just got a disambiguation page on Wikipedia ;) )
#464
Cuban Missile Crisis: Castro takes over Cuba, gets all chummy with the Russians who start preparing to install nuclear missiles. USA invades the Bay of Pigs and gets owned because Matt Damon's son left a model ship beside his lover's bed. JFK blockades Cuba so that the Russian ships carrying the missiles can't get through. WWIII narrowly averted because US schoolkids hide under their desks.

Next up: Napoleon's downfall
#466
Of course, its possible to manually do sub-pixel rendering if you mess around with Dynamic sprites...
#467
General Discussion / Re: An eye for an eye
Mon 30/03/2009 11:31:01
Um, strictly speaking, I don't think "an eye for an eye" is literally part of Islamic law as its a quote from Exodus. There is Qisas is Islam, but that doesn't say explicitly "an eye for an eye". Pedantic, I know, but it makes the OP phrase of "literal" inaccurate. Of course "very literal" is not really good either since something's either literal or not... ;)
#468
Did you launch the game by running the VBS, Progz? Or the exe?

As far as invalid savegames, I think that now that the 320/640 mode switch no longer exists and its just filters, then the savegame is compatible between them
#469
Ever wanted to change from full-screen to windowed or 2x filter to 3x filter in-game? Well, now you can with GameSetup!

There are two components: a module which you include in your AGS project and call its functions in order to manipulate the settings and a VBScript file which you run instead of your game exe in your final game that you distribute. The VBScript allows the AGS game to quit, restart with the new settings and restore the game to where it was before.

Download the module, VBScript and an example game
Read the module's documentation
#470
Oh no, SpacePaw, its waaaaay more complicated than that!

Quote
SaveGameSlot (int slot, string description)

Saves the current game position to the save game number specified by SLOT, using DESCRIPTION as the textual description of the save position. Be careful using this function, because you could overwrite one of the player's save slots if you aren't careful.

The SaveGameDialog function uses slots numbered from 1 to 20, so if you don't want to interfere with the player's saves, I would recommend saving to slot numbers of 100 and above.

NOTE: The game will not be saved immediately; instead, it will be saved when the script function finishes executing.

And see also: http://www.adventuregamestudio.co.uk/manual/BlockingScripts.htm
#471
Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
#472
I noticed that if you do F1 on System.ColorDepth you get a page not found in the help ... although you can find that entry manually...
#473
OK, so after this thread I decided to modulify my inventory smooth-scroller.

Download
Documentation

#474
Well, you can also use the GUI clipping to avoid that problem. Here's a quick bit of code:

Code: ags

function goInvUp_OnClick(GUIControl *control, MouseButton button)
{
    if (goInv.TopItem>0) {
      goInv.TopItem--;
      goInv.X= -goInv.ItemWidth;
      while (goInv.X<0) {
        goInv.X++;
        Wait(1);
      }
    }
}



function goInvDown_OnClick(GUIControl *control, MouseButton button)
{
    if (goInv.TopItem<(goInv.ItemCount-1)) {
      //goInv.ScrollUp();
      goInv.X=0;
      while (goInv.X> -goInv.ItemWidth) {
        goInv.X--;
        Wait(1);
      }
      goInv.TopItem++;
      goInv.X=0;
    }
}


You can download the example AGS project here. If you prefer a vertical scroll, it just means changing width/height and X/Y and making the inv window two inv items deep instead of two wide as in my example. I assume you're only showing one inv item at one time based on your picture. More than one may require some more effort, but the principle should be similar.

Oh, and its now a module
#475
Another way to do it would be to have the invetory hidden behind another GUI (or GUI control) which sits over the edges of it. Then you can adjust the X/Y co-ordinates of the inv gui to do the scroll, then once in the new position you jump to the next inv position and move the gui back to its original co-ordinates.
#476
And "Burgh" is NOT pronounced "Burrow". Edinburgh is pronounced "Edinbrr-rr" or "Edinburra"
#477
Must..... resist...... obvious.... joke.........
#478
By the way, "no-one" should be hyphenated ;)
#479
Well, I made Bonfirittens when it was in Sunderland so I'd possibly be able to pop down for the weekend...
#480
Some people don't know their R's from their elbow...
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