That's Discworld, specifically the broom closet before you turn on the light.
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Show posts MenuQuote from: Renodox on Fri 12/07/2013 21:47:22
1. (4 letter word)
You can count on them, though
Some would rather curse them.
You can speak dear to them,
Though we all know 'tis just in vain.
function repeatedly_execute_always ()
{
if (GetBackgroundFrame () == 0) //Check the manual to see if this is the right function.
{
region[CANDLE_REGION].LightLevel = 50;
region[OTHER_REGION].LightLevel = 20;
//...
}
else if (GetBackgroundFrame () == 1) //Check the manual to see if this is the right function.
{
region[CANDLE_REGION].LightLevel = 70;
region[OTHER_REGION].LightLevel = 50;
//...
}
else if (GetBackgroundFrame () == 2) //Check the manual to see if this is the right function.
{
//... and so on.
}
}
Quote from: abstauber on Thu 18/07/2013 15:05:51
[imgzoom]http://i.imgur.com/HnmmT8B.jpg[/imgzoom]
Quote from: selmiak on Tue 16/07/2013 18:33:00
@Scavenger: I should stop reading your technical questions or I know how death wore endless feathers plays before even playing it...
Quote from: selmiak on Mon 15/07/2013 19:37:16
And I'm currently reading snow crash, any chance you did read that too?
Quote from: Crimson Wizard on Mon 15/07/2013 19:16:52
So, is this a game inside a game or a separate game? I got little confused.
Quote from: Crimson Wizard on Wed 10/07/2013 10:48:49
The last two parameters are Right and Bottom coordinates, while you are sending Width and Height there.
function Print_ErrorText (String text, int x, int y)
{
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground(); // I'm just testing here, obviously it won't work with characters over the top or with scrolling rooms. Probably should go with making one from a Screenshot and putting it on an Overlay.
surface.DrawingColor = 255; // True Black
surface.DrawRectangle (x, y, GetTextWidth (text, eFontMetaverseText) + 1, GetTextHeight (text,eFontMetaverseText, GetTextWidth (text,eFontMetaverseText) + 1));
surface.DrawingColor = 15; // True White
surface.DrawString (x, y, eFontMetaverseText, text);
surface.Release ();
}
Quote from: Calin Leafshade on Mon 08/07/2013 11:17:40
The "tool", let's call it the Editor, would allow you to enter your data much like the AGS editor does. But when you "compile" your game, all it does it spit out Lua code which is then run by Love. This means no compiling necessary and it should be very fast. Adore will maintain no "sprite cache" like AGS does but just use pngs from a folder which can be updated at will and the changes will be reflected next time you run the game.
Quote from: Crimson Wizard on Sat 06/07/2013 13:23:00
As I aded to my post above, I guess that's a historical issue: perhaps AGS cannot distinct initialized global variables from non-initialized.
Never paid attention to this.
Silly really.
Abstauber, Scavenger, I think the solution would be to use dynamic arrays instead (tiles = new ctile[] etc).
//TENG.asc
// ctile tile[NUM_MAX_TILES];
ctile tile [];
function game_start () //The one in the module
{
tile = new ctile [NUM_MAX_TILES];
}
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