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Show posts MenuQuote from: fernewelten on Mon 05/07/2021 23:57:10
I think I might call her Lady Anemone. What do you think of her?
Quote from: Mandle on Mon 05/07/2021 12:13:08
Awwww... no Bride Of Frankenstein in the images?
Quote from: Stupot on Sun 04/07/2021 20:46:23
Anyone else in?
Quote from: Baguettator on Tue 29/06/2021 17:14:06
What is "map width" ?
QuoteProbably terrible place to report this, but there are no contact webmaster links on the site, registering on forums requires completing AGS programming quizzes, and I dont have a discord account.
https://www.adventuregamestudio.co.uk website has this gem:Code: ags <img src="/images/facebook_logo.svg" onerror="this.src='/images/facebook_logo.png'" height="29" alt="Facebook logo">
When one of >10 million people with uBlockOrigin and "Fanboy’s Annoyance" filter visits one of its rules filters:Code: ags /facebook_logo.
this triggers an image load error, so executes 'onerror' and ..... you get the picture, 100% CPU utilization and constantly growing ram usage until tab crashes and is reloaded.
cMainframe.SayAtBubble(mainframe_talk_x,mainframe_talk_y,"&36 Hahahahahahahaha! Oh yes -- *\"Doctor\"* Braun. What was it he was a doctor of? Dog-ology or something?");
// Dialog script file
@S // Dialog startup entry point
return
@1
int j = '55';
return
int j = '';
Quote from: Crimson Wizard on Sun 20/06/2021 19:07:29
But should not it be "i2 == i1" in the condition?
int i1 = Random(3);
int i2 = Random(2);
if (i2 >= i1)
i2++ ;
String col_array[4];
col_array[0] = "Red";
col_array[1] = "Green";
col_array[2] = "Blue";
col_array[3] = "Yellow";
String colour1 = col_array[i1];
String colour2 = col_array[i2];
Quote from: LimpingFish on Sun 20/06/2021 02:57:06
I hate, really hate, OS upgrades.
Quote from: heltenjon on Sat 19/06/2021 22:02:04
The official voting is over, and some games were placed too high and some too low, as usual.
Quote
Render sprites at screen resolution
When drawing zoomed character and object sprites, AGS will take advantage of higher runtime resolution to give scaled images more detail than it would be possible if the game was displayed in its native resolution. […] Currently supported only by Direct3D and OpenGL renderers.
Quote from: Crimson Wizard on Fri 18/06/2021 02:28:58
OpenGL renderer does not perform linear filtering properly unless "Render sprites in screen resolution" is enabled. […]
Why no one reported this before though?...
Quote from: heltenjon on Sat 12/06/2021 16:44:03
Is anyone else playing anything?
function room_AfterFadeIn()
{
}
Weapon sword;
function room_AfterFadeIn()
{
  sword.damage = 10;
  sword.price = 50;
  sword.name = "Fine sword";
}
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