I get the same error if I try to change my profile, @AGA (though my avatar nevertheless still seems to appear). The URL is https://i.imgur.com/ZctiD.jpg
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Show posts MenuQuote from: Rik_Vargard on Mon 26/08/2024 19:39:01But testing the site just as a user who wants to have access on how to learn AGS, it's not that easy to find.
And I mean: Video tutorials. Because we're in 2024.
Perhaps there could be a front page with Create, Play, Join and LEARN
Quote from: Crimson Wizard on Thu 22/08/2024 14:08:43No, it won't run, why would it? The idea was that execution halts at "waitfor" and then proceeds with the next line.
Quote from: Crimson Wizard on Thu 22/08/2024 14:08:43Here one part of statements is always run after event, and second part may run either instantly or after event.
Quote from: Crimson Wizard on Thu 22/08/2024 14:08:43Or if waitForComplete is inside a loop.Code: ags while (condition) { waitForComplete(action); }
Will that become a recursive delegate?
while (condition)
{
waitFor(action);
someOtherFunction();
}
while(condition)
someOtherFunction();
int x;
void someFunction()
{
int y = Random(200);
waitfor(cEgo.Walk(x, y, eNoBlock));
cEgo.Say("Arrived at %d,%d), x, y);
}
Quote from: Crimson Wizard on Thu 22/08/2024 09:58:38I might sound quite rude saying this, but looking at these lambdas makes me shudder. I think both of the examples posted above will only make everyone confused. I mean, beginners are often confused by much simpler things, like having to write commands inside functions, having to put brackets after ifs, or writing their own functions.
function crossChasm()
{
if(cEgo.HasInventory(iHoverBoard))
{
waitfor(cEgo.Walk(EXIT_X, EXIT_Y, eNoBlock))
cEgo.ChangeRoom(42);
return;
}
waitfor(cEgo.Walk(EDGE_X, EDGE_Y, eNoBlock))
cEgo.Say("I'm not getting across that on foot!");
}
// Add the on_event function as an event handler (delegate) for Entity.Event
Entity.Event += new delegate on_event;
// Add an an anonymous function as an event handler for Entity.Event
Entity.Event += new delegate(Entity e, EventData d) {
// Event handler body
};
cEgo.Walk(x,y, eNoBlock) += new delegate(bool complete)
{
if(complete)
{
cEgo.Say("I will say this when I reach x and y!");
cEgo.ChangeRoom(5);
}
};
waitForComplete(cEgo.Walk(x,y,eNoBlock));
cEgo.Say("I will say this when I reach x and y!");
cEgo.ChangeRoom(5);
waitForComplete(cEgo.Walk(x,y,eNoBlock))
{
cEgo.Say("I will say this when I reach x and y!");
cEgo.ChangeRoom(5);
}
cEgo.Walk(x, y, eNobBlock,
(completed) ->
{
if(completed)
{
cEgo.Say("I will say this when I reach x and y!");
cEgo.ChangeRoom(5);
}
});
waitfor(cEgo.Walk(x, y, eNobBlock) => bool completed)
{
if(completed)
{
cEgo.Say("I will say this when I reach x and y!");
cEgo.ChangeRoom(5);
}
}
Quote from: Crimson Wizard on Thu 22/08/2024 01:01:41No, it was @Snarky originally who mentioned this, but maybe this was just an idea, and he did not need it for himself.
Quote from: Ghostlady on Wed 21/08/2024 20:46:31Should it be working like this?
gSave.Visible = false;
mouse.Mode = eModeWalkTo;
Wait(1);
SaveGameSlot(totalsaves+1, SL_TEXT);
Quote from: eri0o on Tue 20/08/2024 12:42:49This double click interaction exit is not standard too, each person will develop their own way - what could be done here is have some way to detect double clicks in engine script API itself. Because of all things that CW mentioned I don't think this makes sense in the Engine Script API but someone could write something and put in a module.
Quote from: Ghostlady on Mon 12/08/2024 18:11:04I checked both global scripts and do not find any verbiage using buttonsprite in either, other than what is shown above.
Quote from: Ghostlady on Mon 12/08/2024 18:11:04Can you show me how to code this check so player would not get an "array index out of bounds" exception if nothing is selected in the listbox?
if(lstSaveGamesList.SelectedIndex >= 0) // Savegame selected in list
{
txtNewSaveName.Text = lstSaveGamesList.Items[lstSaveGamesList.SelectedIndex];
buttonSprite = DynamicSprite.CreateFromSaveGame(lstSaveGamesList.SaveGameSlots[lstSaveGamesList.SelectedIndex], 78, 78);
if (buttonSprite != null) // If there's a screenshot saved, display it
{
btnScrnshot.Visible = true;
btnScrnshot.NormalGraphic = buttonSprite.Graphic;
}
else
btnScrnshot.Visible = false;
}
else // No savegame selected, so hide the screenshot button
{
txtNewSaveName.Text = "";
btnScrnshot.Visible = false;
}
Quote from: LameNick on Mon 12/08/2024 18:52:27The damage another person can cause to your professional life with learning from your work and then deriving work from this knowledge is quite restricted in a way, that again a machine that can, churn out tons of stuff based on features characteristic of your expression, is not.
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