Huh, you use as a common guess? I usually try to avoid guessing words with repeat letters, in order to test as many possibilities as possible. (In this case I guessed before I got it.)
Spoiler
TROUT
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GROUT
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Show posts MenuQuote from: Crimson Wizard on Fri 02/05/2025 12:26:26Why do you have to replace this manually instead of using "import over this font" button?
Quote from: VampireWombat on Fri 25/04/2025 14:47:34But it's better to identify the possibility of being neurodivergent and doing what's possible to help than to avoid thinking you're neurodivergent out of fear of being bullied by people who say you can't self diagnose. I'm not saying you or Snarky are bullying, but there are subreddits that do basically bully people for what they think of as faking autism.
Quote from: Blondbraid on Thu 24/04/2025 10:32:09It also ties into a larger problem of young people online who self-diagnose based on the idea that things like feeling lost and directionles in life, not finding friends with the same interests in class and feeling stressed out in packed crowds isn't just normal things most teens struggle with, but a sign that they are special and different from all the other NPCs.
Quote from: Crimson Wizard on Mon 21/04/2025 11:07:50I also understand that it's not correct to blame without evidence, so won't.
/// A Json node/token, with parent/child/sibling links forming a Json tree
managed struct Json
{
/// ID of this Json token (for internal/debugging use)
import readonly attribute int Id;
/// ID of this Json tree (for internal/debugging use)
import readonly attribute int TreeId;
/// Type of this Json node
import readonly attribute JsonType Type;
/// String representation of the Json Type
import readonly attribute String TypeAsString;
/// Key for this Json node (null if none, implies this node is the root)
import readonly attribute String Key;
/// Value of this Json node, as a string (i.e. all its contents; if node is not a leaf, its full subtree)
import readonly attribute String Value;
/// Value as int
import readonly attribute bool AsInt;
/// Value as float
import readonly attribute bool AsFloat;
/// Value as bool
import readonly attribute bool AsBool;
/// Path from the root to this Json node
import readonly attribute String Path;
/// The root of the Json tree this node belongs to (if node is root, returns itself)
import readonly attribute Json* Root;
/// The parent of this Json node (null if none, i.e. this node is root)
import readonly attribute Json* Parent;
/// The direct children of this Json node
import readonly attribute Json* Child[];
/// The number of direct children of this Json node (size of .Child[])
import readonly attribute int ChildCount;
/// The next sibling of this Json node (so if this node is this.Parent.Child[i], returns this.Parent.Child[i+1]; null if none)
import readonly attribute Json* NextSibling;
/// Whether this Json node is a leaf node
import readonly attribute bool IsLeaf;
/// Whether this Json node is the root of the Json tree
import readonly attribute bool IsRoot;
/// Select a node in this node's subtree (using the subpath to navigate)
import Json* Select(String path);
/// Convert this Json node to a flat dictionary (making each leaf in its subtree a key/value pair)
import Dictionary* ToDictionary(Dictionary* dictionary=0);
/// Parse a String into a Json tree, returning the root node (null if error, see Json.ParserState)
import static Json* Parse(String jsonString);
/// Parse a text file into a Json tree, returning the root node (null if error, see Json.ParserState)
import static Json* ParseFile(String fileName);
/// Status of parser after parsing (if successful >0, count of tokens parsed; if error, JsonError value)
import static readonly attribute int ParserResult;
/// Number of Json trees parsed and stored
import static readonly attribute int TreeCount;
/// Retrieve a Json node directly (for internal/debugging use)
import static Json* GetNode(int id);
/// Retrieve a Json tree
import static Json* GetTree(int treeId);
};
Json* jsonData = Json.Parse("{ "ags-games": [ {"title": "Rosewater", "author": "Grundislav", "released": true} , {"title": "The Flayed Man", "author": "Snoring Dog Games", "released": true}, {"title": "Old Skies", "author": "Wadjet Eye Games", "released": false}] }");
// Or to read from a file: Json* jsonData = Json.ParseFile("$INSTALLDIR$/ags-games.json");
if(jsonData)
{
Json* agsGames = jsonData.Select("ags-games");
for(int i=0; i<agsGames.ChildCount; i++) // Loop through "ags-games" array
{
Json* agsGame = agsGames.Child[i];
AgsGameData* gd = AgsGameData.Create(); // Assume we have this managed struct defined
// Set fields
Json* title = agsGame.Select("title");
if(title) gd.Title = title.Value;
Json* author = agsGame.Select("author");
if(author) gd.Author = author.Value;
Json* released = agsGame.Select("released");
if(released) gd.IsReleased = released.AsBool;
}
}
struct Storage
{
Object* oArray[];
}
Object*[] GetArray()
{
Storage s;
Object* oArray[] = s.oArray; // <-- Error "Type mismatch: cannot convert 'Object*' to 'Object*[]'"
return oArray;
}
Object*[] GetArray()
{
Object* dummyArray[];
Object* oArray[] = dummyArray;
return oArray;
}
Quote from: Barn Owl on Tue 15/04/2025 23:49:53Edit: I may have figured out the way to do this, exporting and importing the GUIs from the BASS, after already having replaced the global script. I think that might do it.
Edit 2: No that didn't work. Why didn't I back up my game before trying that? Just kidding, everything is backed up.
Quote from: Crimson Wizard on Mon 14/04/2025 17:16:29In adventure games the logic is traditionally "inverted". In life we know the purpose first and look for solutions after. In adventure games it's often other way around, and I cannot say if that's a good thing.
Quote from: AGA on Thu 10/04/2025 23:37:07We've now arranged another summer holiday, on the assumption this wasn't going to happen.
Quote from: Baguettator on Tue 08/04/2025 20:18:51Is it "I don't need" or "I must not" declare get_ and set_functions in the struct ?
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