I think the best thing would be to read manuals. There are AGS awards for the best Documentation, I'd check those out too.
[Edit]: AGS Awards Wiki page
~Trent
[Edit]: AGS Awards Wiki page
~Trent
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Show posts MenuQuote from: bspeers on Fri 06/03/2009 13:02:11Did you read my edit? I basiaclly said what Khris wrote code of, but as Rick says, that probably won't work.
All you've done is rephrased my question.
QuoteI'm trying to figure out... without putting an individual script in each room.That's what the on_call does.... :
QuoteThere is no documented "did something print on the screen" check that I am aware of, at least as far as I am aware.I think you'd have to write your own Display/Say function. You could try dynamically resizing a GUI and print to a Label, or using Overlays is another option.
function Scale (Character* toScale, float factor)
function Scale (int charID, float factor)
Quote from: TheMagician on Thu 05/03/2009 23:13:16But you can prefix your filenames with something like soundBigExplosion.oggQuoteCombine Music and Sound into a single Audio folderI'd like to see what 'Trent R' suggested: the possibility for subfolders in the audio folder. At least one for music and one for sounds.
Quote from: Iris on Wed 04/03/2009 20:45:04Quote from: Rahakasvi on Mon 02/03/2009 20:39:51The problem with this is that the user may leave the game on and not play it. I sometimes leave the game on for hours or even a whole day and then come back home and play it. I consider myself an above average adventurer and I'd be annoyed if when I continued playing I was swarmed with hints and not given a chance to figure it out for myself. Its still a good idea, I don't know how many people play like I do.
Maybe a system that tracks time that player uses for solving a puzzle. Like if player has make no real progress for X minutes, suddenly looking some object the character says: "Maybe I could use this as an some kind of wrench?"
struct MyStruct {
writeprotected int Var; // writeprotected: The user can only read this variable; attempting to modify its value will result in an error. Its value is set by member functions of this struct. See also 'protected'.
import function SetVar(int value);
writeprotected static int StaticVar; // won't actually compile (yet), consider using an attribute
import static function SetStaticVar(int value);
}
function MyStruct::SetVar(int value) {
if (value < 0) return;
this.Var = value;
}
static function MyStruct::SetStaticVar(int value) {
if (value < 0) return;
MyStruct.StaticVar = value; // since there is no instance of the struct, there is no "this" keyword within static functions
}
MyStruct MyStructInstance;
// game_start
MyStructInstance.SetVar(18);
Display("Var: %d", MyStructInstance.Var);
MyStruct.SetStaticVar(409); // note the static function and member
Display("StaticVar: %d", MyStruct.StaticVar); // are called on the struct, not an instance
void myfunc(int var) {
if (var < -1093) return; // the return keyword is used by itself to return manually from a function with a void return type as nothing is being returned
// do stuff
}
struct MyStruct {
protected int __data__;
protected import void set_data(int value);
import void do_something(int value);
};
protected void MyStruct::set_data(int value) {
// this function is non-essential, the data could be set directly from the do_something function, this is just an example
this.__data__ = value;
}
void MyStruct::do_something(int value) {
if (value < 0) return;
this.set_data(value);
}
// game_start
MyStruct msInstance;
msInstance.do_something(83); // sets the data
msInstance.__data__ = 97; // crashes; data is protected; no read/write access outside of member functions
msInstance.set_data(111); // crashes; function is protected; no access outside of member functions
struct MyStruct {
protected import static int ReturnFive();
import int GetValue();
import static int GetItStatically();
};
protected static int MyStruct::ReturnFive() {
return 5;
}
int MyStruct::GetValue() {
return this.ReturnFive(); // protected members/functions can only be accessed using the 'this' keyword. Although the function is static, it is still possible to access it through an instance
}
static int MyStruct::GetItStatically() {
// return MyStruct.ReturnFive(); // crashes; cannot access protected function unless using 'this' keyword which doesn't exist within static function
// in other words, protected static functions/members are ONLY accessible through a non-static function of the same struct using the 'this' keyword
}
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