Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - abstauber

#701
Well, that should at least prevent DynamicSprite.Create from crashing.
Thanks!
#702
Hey,
is it possible to check via script, if the given sprite slot even exists?
I'd like to create dynamic sprites from a textbox, but of course the game crashes when I enter an invalid number.

Is there a way to prevent this?

Thanks!
#703
Quote from: Dualnames on Mon 10/03/2014 14:30:59
Take of this post what you think. This is my last one in this forum, I hope that makes you happy. So long and thanks for all the fish.
If rage-quitting is your way to deal with criticism, so be it. But I hope that you'll cool down and learn to relax.

btw. somebody should split this topic. (Done! -Snarky)
#704
I have to agree, the jokes weren't quite balanced. But the ceremony game wasn't community made, it was all done by two (or more?) guys and it guess it was quite a task to get that game running. We had one single lesbian(pretender) pic last year and it was hilarious - and as said, Duals got a bit carried away this year :) If there's a new ceremony game next year, somebody better google some abdomen (but it won't be me :P)
If someone's still demanding political correctness, just join via plain IRC ;)
#705
Didn't even take it off :)
#706
Damn, is this already overcrowded?
The ceremony crashes with too many sprites :~(
#707
@Grim
For those 1579$ you need to pay, you could also hire a coder to extend AGS to those features you seem to be missing.

edit again - I just realized that I was going totally off-topic.
Even though I won't leave AGS for anything else, AC sure looks cool.
#708
The Rumpus Room / Re: Name the Game
Thu 06/03/2014 07:13:17
It somewhat looks like a localized Japanese title
#709
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 13:21:40
hehe, alright :) I'm glad that I didn't post a shot of Horny Wankers (from the same team). Anyway - next time you gather some friends I highly recommend giving Presswurst a chance after a few beers. It's a blast
#710
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 12:47:39
(laugh)
* abstauber announces Gribbler as Personal Hero

Please share the story of your first "contact" with this game :)

#711
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 11:28:50
Whoever guesses this, is my hero of the day :D

Highly inappropriate
Spoiler
[close]
#712
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 09:12:45
hmmm.. Silent Hunter? Or even Aces of the Deep?
#713
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 07:13:59
Prisoner of Ice?
#714
Just something to think about:
What happend to all those other new engines (looking at Dage and XAGE for example). They also had dedicated and talented programmers.
Why did Wintermute 2.0 never happen (yet)?
Those big OSS projects have paid software engineers, coders etc.
I highly doubt that anyone here can invest the time and energy to create a new engine with even 10% of AGS's current features.
Just try to calculate, how many hours we would need to at least get the most basic adventure engine.
AGS is great (community aside), because it came such a long way. Because somebody kept it going for such a long time added features after features.
I completely agree with Snarky here.

#715
The Rumpus Room / Re: Name the Game
Sun 02/03/2014 19:09:42
exactement
#716
The Rumpus Room / Re: Name the Game
Sun 02/03/2014 19:00:25
Yay - let's stay with the C= a little longer:
#717
The Rumpus Room / Re: Name the Game
Sun 02/03/2014 18:36:33
L.A. Crackdown?
#718
Yeah sorry - of course checking is a complex operation, whereas adding a value is just what it is. Thanks you two - I think got it now.
#719
Interesting thought.
So checking a value and writing a value have both the score of 1? Is somehow thought, that checking costs more than writing. But that could be stoneage basic knowledge :D
#720
Hey,
I just wonder, how fast an "if" clause is.

Let's say I have a struct of 100 waypoints and I want to move those.

Code: ags

struct wPoint{
    int x,y;
    bool active;
}
wPoint myWaypoints[100];


Now I could it like this
Code: ags

    int i =0;
    while (i<100) {
      myWaypoints[i].x -=5;
      myWaypoints[i].y -=5;
      i++;
    }


or check first, if the waypoint needs to be moved in the first place:
Code: ags

    int i =0;
    while (i<100) {
      if (myWaypoints[i].active) {
        myWaypoints[i].x -=5;
        myWaypoints[i].y -=5;
      }
      i++;
    }

So my question is: is plain variable assignment faster than doing a check first?
SMF spam blocked by CleanTalk