@Kweepa, do you still have this module lying around? The links are 404.
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Show posts MenuQuote from: BowsetteGamer on Tue 23/07/2024 00:57:24how do I remove it from the topic that is in games in production?
Quote from: Crimson Wizard on Mon 22/07/2024 23:49:00- GetTextHeight() no longer reduces "width" parameter by -1. This was an ancient mistake in the engine kept for many years for backwards compatibility.
Quote from: Danvzare on Sun 21/07/2024 12:15:51It also helps with coding, since there's less characters to write.
Quote from: Crimson Wizard on Sun 07/07/2024 09:38:53EDIT: @Snarky your example is not suitable for AGS 3, because you have a managed struct with dynamic Strings in it. It may be better to have an example of regular structs.
Spell* spell_list[];
int spellCount;
void AddSpell(String name, int val, String description, int otherVal, SpellType type)
{
if(spellCount == max_spells)
{
// Error! Log error and/or quit game
}
spell_list[spellCount] = new Spell;
// Set the fields
spell_list[spellCount].Name = name;
spell_list[spellCount].Value = val;
spell_list[spellCount].Description = description;
spell_list[spellCount].OtherValue = otherVal;
spell_list[spellCount].Type = type;
spellCount++;
}
AddSpell("Acquire Aardvark", 3, "You summon an aardvark.", 20, eDamageNone);
AddSpell("Superior Acquire Aardvark", 13, "You summon a superior aardvark ", 40, eDamageNone);
// ...
Quote from: FortressCaulfield on Thu 04/07/2024 15:05:50Do I just have to give up on him having naturalistic pathing and add a simple frame counter to do the room swaps, only worrying about his position if the player enters a room he's in or vice versa?
Quote from: FortressCaulfield on Thu 04/07/2024 15:05:50Also is there a way to adjust the volume of sound effects without having to tie it to a char or channel or object?
AudioChannel* ac = myClip.Play();
ac.Volume = 80;
Channel* PlayVolume(this AudioClip*, int vol)
{
AudioChannel* ac = myClip.Play();
if(ac != null)
ac.Volume = vol;
}
myClip.PlayVolume(80);
Quote from: Crimson Wizard on Wed 03/07/2024 13:46:36With TextBox this is handled in a dumb way, the first enabled TextBox found receives input.
Quote from: Gal Shemesh on Wed 03/07/2024 13:57:46So the only thing I can think of at this time is to having an object for presenting the mouse sprite in any of the rooms (since we can't have global objects)
Quote from: Crimson Wizard on Wed 03/07/2024 13:07:59Scaling cursor graphic is as trivial as creating a resized dynamic sprite and setting to cursor.
Quote from: Gal Shemesh on Wed 03/07/2024 12:52:26* The entire Parser could actually be replaced with an external text file for adding/editing words and types, instead of needing to edit everyting direclty in the editor.
Quote from: AndreasBlack on Sun 30/06/2024 22:24:22search for sprite sheets of games that you like and draw over them and change it a little bit to your taste
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