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Messages - Trent R

#581
Adventure Related Talk & Chat / Re: Mod
Sun 28/12/2008 08:28:17
Well, I'd suggest player.Room instead of PRoom variable.


~Trent
#582
Quote from: Nickydude on Sat 27/12/2008 12:03:43
Edit: I tried the cego.say("...") (as I just want short lines to stay longer) and it does pause, but after the text has disappeared. The display length for the text is exactly the same.
I could be wrong, but I was under the impression that to get a line to display longer, you put
Code: ags
  cEgo.Say("Empty pots....");


~Trent
#583
Well, you do need to use variables, so you're on the right track.

If you showed us some scripts that you've written, then it'd be easier to help you.


~Trent
#584
Advanced Technical Forum / Re: SCRIPTING BUG
Sun 28/12/2008 01:57:04
I believe it is working correctly, because that is the error that pops up (I think) when you don't put an semicolon on the end of a line (which is what AGS thinks you've done).

~Trent

Sorry, Khris is right. I didn't think I was anyway....

~Trent
#585
It's better coding to use 'else if' if you're check the same variable over and over (in this case, 'F'). And then you can use just plain 'else' for a catch-all everything else case.

~Trent
#586
Basically you're having a problem with scope. If you declare a variable outside of a function, it will be available by all functions. If it's declared inside, then it will only be available in that function.


~Trent
PS-Try indenting your code like Khris's, instead of having {//whatever is on your line
#587
I believe that ActiveInventory is a pointer of a InventoryItem type. So you can use any of the InventoryItem functions on it.

~Trent
PS-The AGS Wiki has a good article on pointers.
#588
Personally, I never use the eraser (hotspot 0, etc). I just use the right click if I have to remove something.


~Trent
#589
Ummm... since you've completed the game, I won't say to post it up here. But ask your betatesters* if they have the same problem on they're computers.

~Trent
*If you're not betatesting your game, you should. Most definitely.
#590
Well, you can use GetText Width and Height to figure the size, then change it dynamically.

Is this gonna be UHS style?


~Trent
#591
I'm voting for Dualnames' "Rain Epitaph".

~Trent
#592
The Rumpus Room / Re: Happy Birthday Thread!
Fri 19/12/2008 01:21:52
HB to Sylver and Misj!

~Trent
#593
You could set the WalkTo points in the editor and use those. Again, a bunch of work but then you won't have to manually script all the coordinates.

~Trent
#594
Have you set him as the player character?

~Trent
#595
PS-The curly braces {} are next to the 'P' key (Press Shift too)

~Trent
#596
Bummer, but we know you'll finish it with the best possible quality.

~Trent
PS-DLing the demo right now :D
#597
Personally, I like seeing multiple ways to write code. If you set it up simply the first time, it can be easier to make adjustments in the future. Not to mention ideas to completely change it, such as suicidal pencil's.

~Trent
#598
Quote from: joelphilippage on Tue 16/12/2008 22:20:51
Trent R: The / in the file name is to show that it's in the movies folder.
Well yeah, but have you tried it in the root folder? Does it work then?

~Trent
#599
Beginners' Technical Questions / Re: Questing
Wed 17/12/2008 00:58:08
You're right Khris, sorry man.

~Trent
#600
Quote from: Radiant on Mon 15/12/2008 17:39:26
And a poster in a blue cup-ee.
Maybe I'm an idiot, but removing 'ee' seems like it'd fit the rhythm better.

Now I wanna hear the rest of the lines! ;D
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