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Messages - arj0n

#961
Quote from: Grim on Mon 23/06/2014 14:36:51
...but I'm not really sure what
If you're really bored, please record and post this Dutch line for me while trying to pronounce it:

"Zeven Schotse scheve schaatsers schaattsen scheef terwijl achtentachtig Scheveningers gingen gootjes scheppen aan het scheveningse strand."

(laugh) (roll)
#962
Wow, thanx for the comprehensive testament Joe!
I'm gonna have a good read now first :)

EDIT:
While reading it I do remember I've actually already been through this bitwise operations material some years ago for software testing techniques.
But it's good to read such a clear explanation like yours.
I'm gonna save your testament in a text file on my hd now for sure :)

#963
ajusted my last post, it should be working fine that way.
#964
GlobalScript.ash:
Code: ags

// Main header script - this will be included into every script in
// the game (local and global). Do not place functions here; rather,
// place import definitions and #define names here to be used by all
// scripts.
struct CharacterHiding
{
    bool top;
    bool left;
    bool botoom;
    bool right;
};
import CharacterHiding ArthurHiding;


GlobalScript.asc:
Code: ags

// main global script file
CharacterHiding ArthurHiding;
export ArthurHiding;


Room function:
Code: ags

function room_FirstLoad()
{
if (ArthurHiding.bottom ==0){ 
//do something
}
#965
Ow shoot   :(

Thanx to jwalts comment (below) I re-read my introtext and noticed a mistake.
Quote from: jwalt on Sun 22/06/2014 23:09:06
I didn't see much, either, and what I did see missed Arjon's criteria, but what the heck:

In the initial text I used being instead of person but somehow I changed it before posting the final text:
"One of them is a ugly hideous deformed/misshapen being while the other is quite normal looking."
So what I actually meant was human or animal or even a weird mix, from realistic-ish to say, mythical.

I am willing to change the existing criteria but, I'm not sure if that's conform the rules.
And fair to aprilskies since he submitted an entry already. At the other hand, that green bro doesn't look that much 'human' to me ;)

Any comment please on this?

[/apologies]
#966
Only 2 entries yet? 8-0

Alright! I hereby summon all the twisted twins powers to let the following list of
recent CB contributers create their awesome entry for this CB within this week.  :-*

Ghost ~ Babar ~ bicilotti ~ Tabata ~ Baron ~ Misj' ~ jwalt  ~ Cassiebsg ~ Gurok  ~ Hobo ~ CitizenParagon ~ Mandle~ Adeel ~ siliconangel
#967
The Rumpus Room / Re: Happy Birthday Thread!
Sun 22/06/2014 19:02:00
Happy BD: Chicky ~ Abisso ~ Disco ~ EliasFrost
#968
Sslaxx, you're right.

Monkey424's specific version came, republished 4 years later then the original 'Rerturn to Zork', with
the 'Megapak 8' bundle/compilation which was published by a typical compilation-company called 'Megamedia Corp'.

If you take a real close look at the disc in monkey424's photo, you can see/decipher the following 2 lines:
"for sale with Megamedia bundle only"
"not to be sold separately"
#969
super absorbing toilet, no need to flush:
#970
There are quite some game titles containing the word 'Quest', most know are probably the Sierra Quests.
But do you remember this one?

EXHIBIT #31: Disney's Duck Tales: The Quest for Gold (1990)

Box:

Media:

Instruction sheet & Code sheet:

Manual & Manual - Table of Content:

Manual - Inside:
#971
Hai there,

I've been working on a new 'Background Blitz Screensaver 2.0 Deluxe'.
The old screensaver was build in a lame way and there has been a lot of new background blitz entries since 2010...
The new screensaver will again be a kind of a 'background blitz museum' to preserve the blitz entries (cause lot's of hosted
background blitz entries has disappeared) and to show what ags people are capable of art-wise :)

So, since the skeleton of this screensaver now works 100% properly it's time to work out
categories for the blitzes because this screensaver will give you the possibility to:

  • select one of the predefined playlists
  • create your own playlist by activating/dis-activating multiple categories.

So far I thought of these categories:
  • Sceneries/Landscapes/Nature (not sure if Nature is actually a different category compared to Sceneries/Landscapes)
  • Cityscapes/Urban
  • Underground
  • Water
  • BuildingExterior
  • BuildingInterior
  • Historical/Ancient
  • Mythical/Fantasy/Sci-fi
  • Space/Alien
  • Gaming
  • Nigh-time
  • Transportation

Art-categories is also something I might want to use. Examples:
  • Pixelart
  • Low-res
  • Black&White
  • Handdrawn
  • Cartoon
  • Realistic


But it's a bit tougher (for me although) to know when, for example, a bblitz is pixelart or not. Same for handdrawn.

My question for you:
Can you please post usable category examples in this thread for the background blitzes?
Much appreciated!
#972
Quote from: Joe on Fri 20/06/2014 22:08:37
If you dont feel good with using this AND, OR, XOR operators and need an explanation of their operating mode please tell, I think I can explain it in detail.
Yeh, I'm not really familiar with these bitwise operators, so it would be quite helpful for me to see an explanation of their operating mode.
Very kind of you.
#973
Yup, you nailed it, much appriciated!!
#974
I think this looks like the solution I was looking for.
But I don't know why line 5 & 9 from your code gives me a parse error:

GlobalScript.asc(635): Error (line 635): PE04: parse error at 'playlist_category'


I'm not really familiar with using operators like XOR this way :(
#975
Code: ags
//Whenever you select 1 category:
playlist_category=NATURE|INTERIOR;//Or what ever you have selected


That's for when you click a category button in the menu, I suppose?
If so, I can never know what other categories has been set, so I can't create a combi like NATURE|INTERIOR.

But it wouldn't surprise me if I completely misunderstoot this specific line of code of yours.

In my case multiple categories can be set on or off.

And yes, I complete misplaced parts of the code in rep_exec instead of the game_start function.
That wasn't a smart move indeed.
#976
Drat, can't seem to implement your code.
Would probably need to rewrite the whole part I already have...

So, the whole thing was already working except for 1 thing:
As you can see in Line 80 and 81, I now have to write out an 'if' statement for each available category. (written out to of them now: exterior & nature)
I guess there's a way better way to do such a check for all categories.
The categories are set from line 182. (again, only exterior & nature)

This is what I already have (sorry for the not so well done coding of me...):

Code: ags

// main global script file
bool menu_is_shown; //if menu is shown, stop running the gui with images
int countdown;
int ran; //randomizer
bool playlist_Exterior = true; //for enable/Disable category Exterior (in the menu)
bool playlist_Nature = true; //for enable/Disable category Nature (in the menu)
int prevsprite;int prevsprite;//to store the previous sprite to avoid showing 1 sprite twice

struct Sprite { //struct with arrays as categories for each sprite
  String name;
  bool cat_Nature;
  bool cat_Interior;
  bool cat_Exterior;
  import void Copy(int spriteID);
};
Sprite sprites[14]; //set number of sprites


function repeatedly_execute_always(){
//set Sprite Info
sprites[0].name = "info0";
sprites[1].name = "info1";
sprites[2].name = "info2";
sprites[3].name = "info3";
sprites[4].name = "info4";
sprites[5].name = "info5";
sprites[6].name = "info6";
sprites[7].name = "info7";
sprites[8].name = "info8";
sprites[9].name = "info9";
sprites[10].name = "info10";
sprites[11].name = "info11";
sprites[12].name = "info12";
sprites[13].name = "info13";

//set multiple categories per sprite on/off:
sprites[0].cat_Exterior = true;
sprites[1].cat_Exterior = true;
sprites[2].cat_Exterior = true;
sprites[3].cat_Exterior = false;
sprites[4].cat_Exterior = false;
sprites[5].cat_Exterior = false;
sprites[6].cat_Exterior = true;
sprites[6].cat_Nature = true;
sprites[7].cat_Exterior = true;
sprites[7].cat_Nature = true;
sprites[8].cat_Exterior = true;
sprites[8].cat_Nature = true;
sprites[9].cat_Exterior = true;
sprites[9].cat_Nature = false;
sprites[10].cat_Exterior = false;
sprites[10].cat_Nature = false;
sprites[11].cat_Exterior = false;
sprites[12].cat_Exterior = false;
sprites[13].cat_Exterior = false;

if (countdown > 0)
  {
  countdown--; // decrease countdown by 1 and reloop
  }
else if (menu_is_shown == true) //do nothing when menu is shown and reloop
  {
  //reloop   
  }  
else if (countdown == 0)
  {
    Bblitz.Visible=false;//set gui button invisible
    Lblitznfo.Visible=false;//set gui label invisible
    ran=Random((12)+1); //pick a random sprite
  
    if ((ran < 6) || (ran == prevsprite))//reloop if random selected sprite_id is 5 or lower or current random sprite is same previous random sprite
      {
        //reloop  
      }
    else if (ran >= 6) //random selected sprite_id is 6 or higher, sprite_id 0 to 6 aren't used
      {
        Bblitz.Visible=false;//set gui button invisible  
        int spritenum = (ran);

        if (((sprites[(spritenum)].cat_Exterior==true) && (playlist_Exterior==true)) && 
            ((sprites[(spritenum)].cat_Nature==true) && (playlist_Nature==true)))  //go if sprite cat exterior is true en playlistexterior is choosen in menu
         {
          prevsprite =(ran);
          Bblitz.NormalGraphic=(ran); //set button normalgrahp with random sprite within range
          Bblitz.X = ((1024 - Game.SpriteWidth[ran])/2);//center gui button that shows sprite
          Bblitz.Visible=true; //set gui buttonvisible 
          Lblitznfo.Visible=true;//set gui label visible 
          Lblitznfo.Text = (sprites[(spritenum)].name); //the sprite information shown on the label on the gui
          countdown=60;//reset countdown (40=1sec)
         }
      } 
  }
}

//These are buttons in the menu to set a category on or of:
function Bcatexterior_OnClick(GUIControl *control, MouseButton button)
{
if (Bcatexterior.Text == "exterior is on"){
     Bcatexterior.Text = "exterior is off";
     playlist_Exterior = false;
} 
else if (Bcatexterior.Text == "exterior is off"){
     Bcatexterior.Text = "exterior is on";
     playlist_Exterior = true;
}
}

function Bnature_OnClick(GUIControl *control, MouseButton button)
{
if (Bnature.Text == "nature is on"){
     Bnature.Text = "nature is off";
     playlist_Nature = false;
} 
else if (Bnature.Text == "nature is off"){
     Bnature.Text = "nature is on";
     playlist_Nature = true;
}
}
#977
What about 'Troublemaker Studios'

:-D
#978
You can use synonyms:
Victory Brook Productions
Victory Stream Productions
Triumph Creek Productions


Or Latin versions:
Victoria Aestuarium Productions
Victoria Rivus Productions


And like Tabby said:
Your name consist of 2 word together, so that would make indeed 'VictoryCreek'... :)

But, like Ghost said, SegerBäck (or SegerBack to avoid font trouble) sounds pretty good (and !unique!) to me too
If you want to play it safe, why not use the actual Swedish? SegerBäck sounds kinda nifty.
#979
Looks perfect, thanx.
#980
Thanx Joe! I'll check this out tomorrow.

questions:
Any reason spriteID 23 is written out twice for category 0?

EDIT:
After having a good look at it: this seems to be exactly what I was looking for, thanx again!
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