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Messages - SSH

#902
You could try asking the question on the RON forums, looking at the RON site, downloading some of the games and playing them, perhaps?
#903
import/export makes things available to lower-down scripts. If you don't import/export its only available to the same script. So your only solution for what you want is to put your thing in the topmost script.
#904
Why do you need to close tabs?

The scripting hardly changed from 2.72 to 3.00 anyway

#905
Shouldn't SocketServer* Create(); be static? I can't seem to create a socket server...


Also, it would be great if there was a way to pull the user's standard proxy server settings out of the control panel. I've seen other programs do this, so there must be a way.

Here's a little example to let users get their IP addresses in plain text:

       cs.Write("GET /simple/ HTTP/1.1\r\n");
        cs.Write("Host: www.showmyip.com\r\n");
          cs.Write("\r\n");

Then poll as in scotch's example
#907
Check out the TCP/IP plugin and you can have live 2-player!
#908
I've uploaded v1.06 which fixes your problem, kkmic, even in that speech mode. It also adds an alignment option.
#909
Yeah, that's my least favourite part of the new editor
#910
OK, sorry... link now fixed.

You should always be able to find my modules if you go to my home page and follow the links there
#911
To celebrate, here's a Spore Mortia:

#912
Would it be possible to have a future feature of it optionally working the same way as it does in every other mode, please?

If I change the Speech Style just before I create the overlay, then change back after its created but before I get rid of the overlay, will the overlay look how I want (i.e. without BG?)

EDIT 2:

This isn't possible, because there's a SetSpeechStyle, but no GetSpeechStyle :(
#913
Quote from: WHAM on Mon 07/07/2008 15:49:30
Quote from: SSH on Mon 07/07/2008 14:30:34
Have you tried Monkey's properties module? I think it should do what you want.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27385.0

What would I be giving the properties for? Is it possible to create 300 Characters to give the properties for? I was under the impression you can only have 50 or so characters in an AGS game.

RTFM...
Quote
System limits
This section tells you the maximums for various parts of the system. If you have been wondering "How many rooms can I have?" or something similar, chances are this section will answer it.
There are maximum...

      40  objects per room
     100  local messages per room (excluding script)
     299  state-saving rooms per game
     300  inventory items
   30000  imported sprites
      30  controls on each GUI
     500  dialog topics
    3000  dialog-script messages
      30  options per topic
      20  screen overlays at a time
     500  script GlobalInts (not including your own variables)
      50  script GlobalStrings (not including your own variables)
       5  background frames per room
      20  mouse cursors
unlimited characters
unlimited views
unlimited GUIs
unlimited loops per view
unlimited frames per loop
#914
Have you tried Monkey's properties module? I think it should do what you want.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27385.0
#915
If you could be more specific about what data you want to store, and what indexes you would want then it would help. 300 doesn't sound much, though.
#916
Quote from: alkis21 on Mon 07/07/2008 12:26:56
despite the rather bitter comment about DITR.  ::)
cool, now I can expect lots of people to go and look that up in my blog ;)
#917
(as seen here:  http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26306.msg458681#msg458681)

If you have your speech style set to SierraWithBackground, Text Overlays seem to acquire a white background. Looks like an AGS bug to me...
#918
I messed around with bit depths, etc. but it didn't make any difference. The yellow dots are the text: the font you are using seems corrupted as I couldn't get it to display properly at all in a GUI or overlay, no matter what. I loaded a new font and it worked fine. However, the white box behind seemed to stay no matter what I did. This is very puzzling. I also treid creatign a enw game from the Default template and then importing Description and using your settings and there's no white BG there.

AHAHAH!

Found it. If you have your speech style set to SierraWithBackground, Text Overlays seem to acquire this white background. Looks like an AGS bug to me...


EDIT:
For centred text, you can edit line 83 of Description.asc:
Code: ags

this.x = mouse.x + this.OffsetX;

becomes
Code: ags

this.x = mouse.x + this.OffsetX - (this.width/2);


Although, I can add an alignment setting when I get around to description 1.06...
#919
Are we allowed to use the Spore creature creator?  :=
#920
I've just tried your setup out with AGS 3.0.2 SP1 and it works fine for me. Can you:

* Make sure you're using 3.0.2 SP1 as CJ fixed a coupel of last-minute bugs
* Tell me the bit-depth of your game and background
* Upload the game folder (not compiled, the source) so I can try it out?
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