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Messages - cat

#3641
Quote from: Khris on Fri 31/08/2012 18:13:12
Code: ags
  bool cond = (A == 3 && B < 1 && B > 3);
  if (cond && C == 4) ...

B < 1 && B > 3 will never be true.
Use (B < 1 || B > 3) instead.
#3642
> Take a screwdriver and a wrench

Come on, this is an adventure game! How can you not take this stuff?
#3643
Other options are
*) as soon as the player has all required items and you combine any of them, all are automatically combined
*) make a separate "workplace" where the player has to put all the items he wants to combine
*) make some kind of shape where the player has to put each item on a certain spot (see http://www.youtube.com/watch?v=KPLkS9DLUzU)
*) let the player only combine certain items (line + stick, hook + worm,...) and then those items have to be combined again.
#3644
I vote for Intense Degree
#3645
Just wanted to say that I didn't know about on_event and how it can be used.
So thank you Khris for bringing my attention to it!
#3646
So is it really scheduled for Sunday and Monday in December? What days of the week would the November date be? I'm interested to come, but it depends if I get off from work, a cheap flight and a place to sleep.
#3647
Just make sure that the moving that takes longer is the blocking one.
#3648
> Ask Emma where the room with the body is.
#3649
The Rumpus Room / Re: Happy Birthday Thread!
Sat 28/07/2012 20:35:10
Wham the man! Happy B-day!
#3650
Sorry for not replying earlier. The new additions are great Dualnames, there is mayby just some cleanup on the Gui needed. Let's declare your version the new official one?
#3651
Thanks for you comments, tzachs and Dualnames!
tzachs: I'm not familiar with the God Module, can you link it for me? Dualnames already mentioned in the chat that different sizes depending on the resolution would be needed. Now that there are two people who want that I guess I should do it  ;)
I'll think about the navigational things - do you really have that many characters and objects per room?
Dualnames: Great that you worked on that! I'll take a look at it in the evening.
#3652
Quote from: monkey_05_06 on Sun 22/07/2012 07:46:34
Haven't checked it out yet, but I'm a bit confused by what you mean here... Just FYI, any readonly members of a struct cannot be modified in AGS. You'd have to make changes to the engine and/or the built-in script headers to change readonly properties (and every non-writable property of the built-in structures is readonly). If you meant instead that you wanted to provide readonly attributes or writeprotected members for your module's exposed script structure then that would make sense...
Actually I meant that some properties cannot be set directly (like Character.NormalView). I could call Character.ChangeView instead to set the value. Now I just ignore such properties.

Quote
Edit: I was just looking over the code, and bloody hell cat, I have to commend you. Aside from Khris' code snippets he posts all the time, your code is one of the very few examples I can think of where I have seen another programmer's code actually maintaining consistent formatting (aside from cases of course where the IDE goes total dictator mode, like MSVC#).

We have very strict coding guidelines at work, here I've been quite lazy (not a single line of comment :P)

Quote
One thing you might consider doing is adding a macro to your module. Something like:
...

Good idea. I also thought about checking game.debug_mode.

Quote
Other than that I'd say it looks like you're off to a good start with this. :)

Thanks! I hope this module is going to be useful to someone.
#3653
Use this module to read and set the values of objects, characters and hotspots while executing the game.

Press F12 and click on any object/character/hotspot to view the properties. You can even change some of them.
Or you can click a button and view a list of all characters and objects in the current room.



You need to import the script and the two GUIs to make this work. The GUIs will not import additional sprites so it's easy to delete afterwards.

This is an alpha version!

I plan to add regions too. I also consider implementing Setter methods so readonly properties can be used too (but lots of typing, please tell me if this would be really useful).
Any other suggestions?




Download latest version here (AGS 3.2.1 or higher required)

ADDED:
- Gui Controls
- Guis
- Inventory Items
- Now, you can tick away and back in, all the types from the drop down list
- Added transparency to the UIs



OLDER VERSIONS


Download Version 0.1 (AGS 3.2.1 or higher required)

#3654
TWW is awesome in German (I just didn't like the ending, it almost ruined the whole game for me)
#3655
Site & Forum Reports / Re: Forum upgrade
Tue 17/07/2012 16:56:31
Somehow there Mittens titles are mixed up, as in this thread for example http://www.adventuregamestudio.co.uk/yabb/index.php?topic=46238.0 but only in later posts, not at the beginning.
#3656
Still a few hours left - come on people, fund this!
#3657
The Rumpus Room / Re: *Guess the Movie Title*
Sat 14/07/2012 18:36:28
Lake Windermere!
#3658
Which AGS version are you using? I think there were some changes with the early 3.x versions.
#3659
This page is seriously missing frames!
#3660
Important: This module becomes obsolete with AGS 3.3.0 or higher since it is now possible to use "Dialog.SetHasOptionBeenChosen(int option, bool chosen)"

However, for older versions this might still be useful, so I'll keep it here for now.

When using custom dialog rendering, you can use HasOptionBeenChosen, to check if this option has been chosen yet. However, it is not possible to reset this value (i.e. mark it as not chosen).

Use this module if you write custom dialog rendering, use HasOptionBeenChosen and want to set or reset the value for this.
   
You can use this directly in dialog:
   
Code: AGS

   @1
   ego: I don't want to have this option marked as read.
      this.SetNotChosen(1);
   return

   
   In 'dialog_options_render' you can check for the saved value:
Code: AGS
if (info.DialogToRender.IsChosen(i)) ds.DrawingColor = 5;


DO NOT CHECK FOR HasOptionBeenChosen IN YOUR SCRIPT BUT FOR IsChosen

I based this module on the code from GuyAwesome which was posted here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37949.msg498961#msg498961

Download here: http://cat.agser.me/modules/OptionChosen.zip
     
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