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Topics - monkey0506

#181
In the latest beta of my ScrollingDialog module, I note that there is an error which will cause the game to crash if you have a lot of dialog options (specifically with one or more long options). The line that was crashing the module was:

Code: ags
  this.__buffers[topicID] = String.Format("%s%d%s", this.__buffers[topicID].Substring(0, i), (state != false), this.__buffers[topicID].Substring(e, this.__buffers[topicID].Length));


The error being this:

Quote---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x6974704F ; program pointer is -42, ACI version 2.72.920, gtags (2039,18)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in ScrollingDialog (line 363)
from ScrollingDialog (line 429)
from Global script (line 14)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------

The solution was simply not to use String.Format to build up the String. Using this instead fixed the problem:

Code: ags
  String __str = this.__buffers[topicID].Substring(0, i);
  __str = __str.Append(String.Format("%d", (state != false)));
  __str = __str.Append(this.__buffers[topicID].Substring(e, this.__buffers[topicID].Length));
  this.__buffers[topicID] = __str;


I know for a fact all the variables were valid, and it wasn't a normal "this is probably a scripting problem" error.

Just for reference, the exact text I was using:

Code: ags
// game start
  ScrollingDialog.SetText("new topic", 0, "this is some text");
  ScrollingDialog.SetText("new topic", 1, "this is some really longish text that I'm typing in here;;;;;;lolol look at those semi-colons aren't they great? XD hahahha jajja 111 lolz0rz I are the pwnt!");
  ScrollingDialog.SetText("new topic", 2, "this is some other text");
  ScrollingDialog.SetText("new topic", 3, "here's some more generic text");
  ScrollingDialog.SetText("new topic", 4, "a few more should do");
  ScrollingDialog.SetText("new topic", 5, "'cept I'm lazy, so this is it...");
  ScrollingDialog.SetText("new topic", 6, "d'oh! it wasn't enough");
  ScrollingDialog.SetText("new topic", 7, "this should help");
  ScrollingDialog.SetText("new topic", 9, "omfg");
  ScrollingDialog.SetText("new topic", 9, "omfg(2)");


Use that with the 2.0 Beta 1 and the game will crash. Commenting out the very last option serves as a partial fix, though not a very good one. And just a heads up, I realize there are two option 9s in the above example code, but that was actually a test of the module's "feature" by which if you try to add a new option in a non-sequential order it will automagically go to the first unused option (i.e., there's no option 8 so even though I put 9 it will be stored in option 8 ).

[EDIT:]

FRICKING SMILEY! :D
#182
The Girl Scouts of the USA (GSUSA) (a.k.a. the American Girl Scouts (AGS)) was founded on 12 March 1912 by Juliette Gordon Low (a.ka. Christopher Juliette Gordon Low, later Chris Jones or "CJ") as a feminine counterpart to the Boy Scouts of America (BSA) (a.k.a. the American Boy Scouts (ABS)).

The AGS Program uses the Scouting Method to train and prepare these girls effectively to become door-to-door cookie saleswomen. As part of the Scouting Method the girls will be forced to memorize the Scout Law, a special higher law which the Scouts are sworn to follow above all other laws:

QuoteI will do my best to be
    honest and fair,
    friendly and helpful,
    considerate and caring, and
    responsible for what I say and do,
    and to
    respect myself and others,
    respect admins and mods,
    use resources wisely,
    not act like a mod if I'm not one,
    make the forums a better place, and
    take a bullet for CJ. Amen.

The girls will also have to swear to abide by the Scout Promise:

QuoteOn my honour I promise that I will do my bestâ€"
To do my duty to CJ and his mods
To help other people at all times
To obey the Scout Law.

The girls will have to "learn by doing," a unique method of teaching where the girls are thrown into the city streets with 20 to 50 boxes of cookies and told not to come back until  the cookies are sold. This is comparable to the method of teaching swimming where children are thrown into a pool of water and told to "sink or swim." A similiar method of teaching is seen today in online communities where new members are expected to "follow the rules or get banned."

The girls will be required to participate in group projects from arts-and-crafts to moving-the-cookies-out-of-my-mommy's-car-into-our-wagon-and-selling-them-before-she-gets-back-so-we-don't-get-beat. This type of teamwork will help the girls to build good social skills which will aide them in today's modern world.

All these and many more traits are taught to the girls to prepare them for the real world. However, all these things are ultimately taught to bring up the girls in the ways of Scoutcraft, a little known form of Witchcraft in which the girls are lead to believe that CJ is God and that through his divine scripting language, all may be accomplished.

So as we celebrate this 95th anniversary of our great heritage (albeit a day late), let us think back on where we have come from, and were we are going yet. :=
#183
Advanced Technical Forum / Right Alt?
Wed 28/02/2007 10:32:47
I've just been mucking around in AGS, and it appears that, contrary to what the AGS manual's ASCII table says, there are different keycodes assigned for the left and right Alt keys. My left Alt key is registering as 407, as the manual says, however, my right Alt key is registering as keycode 420.

If anyone could confirm this (a simple "if (IsKeyPressed(420)) Display("echo");" would be enough), it would be greatly appreciated. Because otherwise...well...I was going to say I think I've just gone insane, but that would be a bit silly saying that at this point now wouldn't it? ;)
#184
As stated in the title, this thread is in regards to my ScrollingDialog module. I've been working on a major rewrite which I might actually end up having to scrap because I'm worried it will end up being too slow with most of the module's data being stored in a single String... ::)

But regardless of whether the version I'm working on is fast enough or not, I have a question for those who might actually use this module. Based on a user request I added a secondary module for setup purposes (ScrollingDialog_Setup) so that the module itself could be updated without having to disturb the existing dialogs.

I'd actually like to provide some means for the user to keep their dialogs in-tact when upgrading the module, but even the way it's currently implemented is messy. In order to get the information from the setup module to the main module I have to use all sorts of functions for retrieving the data, which clutters up the setup module's scripts. And even providing support for nested dialogs requires that the user puts their interactions (at least those requiring nested dialogs) into the main module since the setup module can't call any of the functions defined by the main module.

With the current implementation I'm working on, I would have to implement not just functions to get the values of all this data, but I would also have to implement functions to set each of the data Nevermind that bit. That's just bullocks. The current implementation would actually greatly simplify and clean up the setup module's scripts.

Okay, so the real question here is: Is it worth my trouble to write the setup module again, or should I just scrap it?

I've implemented methods so that dialogs can be dynamically managed (rather, created and updated, there are no methods to actually remove them entirely). But you have to define your dialog interactions in the module script, which would mean if you update the module, you would have to remember to copy your interaction scripts.
#185
It's currently not possible to create semi-transparent Overlays. So I was wondering if it might be possible to implement, perhaps, an Overlay.Transparency property.
#186
v2.0 [FINAL] Update

Now presenting: The version change nearly 2 years in the making...Flashlight v2.0! :=

This should be the most stable and functional version of the module ever! It does now require AGS 3.1.2*, but there's a good cause. Alpha channeled beam sprites with transparency are incredible!

Due to this change in AGS, I highly recommend using GUI mode. Overlay mode does not support alpha channels or transparency. And of course to use alpha channels you would also have to be in 32-bit. But the effect is completely worth it! For information on setting up the GUI, RTFM

Alpha sprites+transparency was the major difference between this module and the previous plugin. Now thanks to CJ's dedication, you don't have to compromise! ;D

Download Flashlight v2.0 [FINAL]
Mirror
Read the Flashlight manual online (NOTE: Last updated with v2.0 BETA 3)

Hopefully I'll find time soon(-ish) to update the demo.

- monkey

*I have received confirmation that the module will work with AGS versions as early as 3.0.2 without problem (provided the #ifver is updated). The reason for this requirement was to allow the awesomeness to abound, but if you're using a prior version and don't want to upgrade, give it a shot...

NEW! Alpha channeled sprite with partial transparency!
#187
I've been playing around with the idea for a HiScore module for a while now...but I'm not really sure what else should be implemented. So far I've got it so that you can fill in the score if it is a high score, fill a listbox with the high score list, restore the high score list from an external file (optionally encoded with the EncryptFile module (if present)).

Something I hadn't really thought of before that seems somewhat obvious is that I need to implement a "max high score" setting. Also when filling a listbox it should auto-fill any "emtpy"/non-existant scores with zeroes.

It still requires some work (as I said, I've been playing with the idea) before it's ready to be released. But I wanted to know what people might expect from such a module. Thanks for any suggestions.
#188
The subject title here is reference to Snook's "Mister Cool".

The subject however isn't music. It's automobile accidents. See...I had my first yesterday. After work I stopped by my bank to deposit my paycheck. The on-ramp to get back on the highway going back toward my house is currently closed for construction, and since I'm not familiar with all the roads in the area, I backtracked for a few miles in order to turn around and get back going the way I needed to go.

The road I turned onto took me across the freeway on an overpass and was the first time I'd ever taken said overpass. As I came down the far side of the overpass, I needed to make a left turn onto the feeder road and then on to the on-ramp.

I thought that the on-coming traffic had a stop sign due to how far back the vehicles were. As I looked to my right to check that the way was clear, I entered the turn. As I looked back my chain of thoughts went something like this:

Quote from: monkey_05_06Where did that truck come from?...


...Oh good, he's going to be able to get out of my way...


...Airbags? Where did all this dust come from? It came from the airbags...


[looking out the driver-side window] Oh my goodness! That truck just flipped over on its side!!!...


...I need to get my keys out of the ignition...I can't. The car is still in drive....I can't shift into park!!! WTF?...

...What the hell am I doing?

At that point I got out of the car. An SUV had pulled up behind the truck and the driver got out and started shouting that "that's [her] dad." I just kept asking over and over "is he okay?"

When he walked out the now missing rear window of his truck he said to me "You hit me. You f*ck*ng hit me!"

After apologizing and realizing that...though upset...and his truck not in a good way...the man was physically fine...I turned and looked at the car. I knew my step-dad was going to kill me. It was his car. That's how he got to and from work. We had a truck, but the gas mileage couldn't even begin to compare.

I had destroyed my stepfather's car. The paramedics talked to me and had me sign saying that "[they] couldn't tell me that I wasn't hurt" and that I didn't want to go to the hospital. Aside from some minor abrasions across my chin and right cheek the only part of me that hurt was my arm where the cover on the steering wheel had popped to release the airbag.

So...my parents are down a vehicle which puts me in a crappy situation. But life goes on. Or so they say in any case. I'm still shook up about the whole thing. I just keep replaying it in my mind thinking...if I had just looked back 1 second sooner...could I have turned away from the truck? Could I have prevented the accident?

My manager let me take today off work and tomorrow...for most of you "today" (Sunday) I go back to work at 10 PM. Hopefully just getting back into my normal schedule will help me adjust. Even if it means I'll be bumming rides from my parents...which will make it hard to forget why I'm having to ride with mummy and daddy...but...I guess I just need to continue living and not let this thing dominate me.
#189
General Discussion / So I got a "jorb".
Thu 04/01/2007 03:50:08
Last Wednesday (27 December 2006) I got a real job. I got hired as a dishwasher (though I have mostly been bussing tables) at an International House Of Pancakes (IHOP). Yesterday (2 January 2007) was my first day off and I started back today and have to work through at least Sunday before my next day off (I find out my schedule for next week on Sunday).

As some of you may already know this is my first real job. So my question for you all is how do you do it? How do you handle having a real job and working on your games in your spare time? Up until now all my time has been spare time. But now I come home from work and I'm exhausted.

Maybe it's the fact I've done virtually nothing for the last year but sit in front of the computer...:o...but I just don't see how you people have the energy. I heard that next week I'll start getting two days off a week instead of the one I got this week (due to New Years Day being this week). So that will be good. But by the end of the day I'm still tired.

Aside from Tuesday this is the first time I've been on the computer for more than a few minutes since I started working, and I'm about to have to go as soon as my uniform gets done washing. I just don't have the energy.

[blah blah blah]

Goodnight people.
#190
General Discussion / iPod vs Zune
Mon 11/12/2006 00:27:12
Okay, okay, so the interweb probably isn't the best place to ask for people's opinions, but I'm doing so anyway.

I've wanted an iPod for a while but haven't had the funds to get one. For Christmas it looks like I might be able to scrounge together enough to get one, but they've come out with this Zune.

According to this comparison chart the only important differences are that Zune has a larger screen and comes virus-free. According to Apple's website all the iPods with the virus have been taken care of, which according to the interweb is fairly easy to remove anyway. Oh also Zune has an FM tuner.

Because iPod has been out longer I'm more accustomed to it, but I was just curious if anyone else had any thoughts on either system.

Thanks!
#191
General Discussion / Name that cable!
Tue 05/12/2006 20:32:49
I have a pile of computer cables...ancient computer cables ;)...sitting next to my computer that was given to me and I was wondering what kind of cable one of them was:



That's one end of it...the other end is a USB plug...anyway thanks for any help in identifying this item!

[EDIT:]

It seems that using PHP to allow hotlinking is actually working. Hooray!
#192
Okay...I don't know if this type of thing is allowed (it's advertisement...) but I've just signed up for eBay and I wanted to show off my first auction here. :=

Yay eBay! ;)
#193
I'm not sure exactly how it's intended to work, but if you append a '\' to the end of a single-line comment the next line appears to be a comment (i.e., it is colored green), but it isn't actually made into one.

Code: ags
import function my_func(); // does some stuff\
this line is green but it's not actually commented


If there's anything AFTER the '\' then the non-comment line appears in normal colors, it only happens if the '\' is at the very end.
#194
[And now for something completely different...an idea for a legitimate game...with storyline, plot, and everything!]

Your name is Roy G. Bellevue. You lived a simple life until...the incident. Every day you would go to work at the fruit market. Your true passion was always star-gazing though you couldn't afford a proper telescope. It's been a week since the incident though, and nothing has been the same.

When you first awoke you noticed it immediately. It was hard not to. You couldn't see a thing. At first you couldn't remember why you had suddenly gone blind. As your vision returns though, so too does your memory.

As you embark on your quest to restore your vision you will encounter many great and terrible things. You must be wary of those things which would further impare your vision, for these will be many. Along the way you will find that what happened to you was no mere accident. You are but one of many who have been affected, though only as your trail unfolds shall the true culprit be revealed!

------------------
Open to any suggestions!

monkey
#195
Hey I was just wondering if anyone has a copy of the QueuedSpeech module v2.0 (with or without any documentation). I seem to have lost all my copies of it, and until I get around to updating the v2.2 BETA there's problems with my module. Oh...also I've dropped AGS 2.7 support in v2.2 and don't plan on re-implementing it, so it's also the only version of the module which had AGS 2.7 support...something I'd like to offer if anyone still has a copy of the module.

Thanks!

monkey
#196
Hmm...PM-ing strazer probably was just silly...he's offline right now and he doesn't need me bothering him any more.

Okay, well...as some of you may know, I've been having some hosting woes...since...well..probably since I discovered the internet.

There's a host that I've mentioned before, I've had relatively few problems with them (aside from when they moved to CPanel, deleted everyone's accounts, and then I couldn't re-register... :o).

But I've registered with them again. They offer lots of features and stuff...but the point of the thread is this...does this link work?:

http://meleepta.110mb.com/ags/AGSMuse_1_0.rar
(Contains the AGSMuse module v1.0. I just chose this file because it was at the top of my list of modules which is my primary hosting concern ATM)

I need to know if 1) it works as-is, as a link, and 2) if not, does it work using copy and paste.

It works for me and I have verified it with my one active MSN aquaintance. So if anyone who reads this could please just test that link for me and let me know how it goes, it would be greatly appreciated.

Thanks!!!

monkey
#197
Based on requests here, I threw this crap together.

What it does is this: It provides functions to animate GUI backgrounds. You set up your sprites in a view just like a normal animation. You then seed the GUIAnimation.Start function with VIEW and LOOP parameters (along with optional FRAME, DELAY, and RANDOMIZE parameters) to begin the animation. The RANDOMIZE parameter (if true) will randomize the frame each loop instead of running as a normal animation. See note below on v2.0.

The module should support loops that run following loops though I didn't explicitly test this feature. As of v2.0 the "Run next loop" setting is ignored.

Which brings us to my next point. This module needs a lot more testing. Most of my tests were superficial, but worked out some minor logic errors. Also...there's no support for flipped frames. So...they don't work. I have done more extensive testing of the latest version and it should be stable. Further I have added support for flipped frames.

Anyway, let me know what you think or if you have any problems!

monkey

Requires AGS v3.0 or higher! (v1.0 requires v2.72+)

Download GUIAnimation v2.0
Download GUIAnimation v1.0
v1.0 Mirror (Thanks Neole!)
Read the GUIAnimation v1.0 manual online

20 August 2009:

v2.0
I got tired of waiting to regain access to my own computer so I rewrote the whole thing from scratch for AGS 3.0+. The module now uses extender functions such as GUI.Animate to make the thing easier to access, and I mirrored the Character functions. I removed the ability to randomize the frames because that was bothersome. If anybody wants it I can look into adding it back. I did however add support for flipped sprites as well as linked audio (supporting both ViewFrame.Sound and ViewFrame.LinkedAudio for 3.2+). This module is not backwards compatible with v1.0 so I'll leave the links for that up.
#198
QuoteVersion:     1.02
Date:        01 December 2006, 12:23 P.M. GMT -6:00
Author:      monkey_05_06
Description: Characters and Objects will now be scaled as appropriate.  Thanks
             to joelphilippage for noticing this  issue!  Also  corrected  the
             Object/View issue which v1.01 broke for Objects with  Views  set.

Thanks to joelphilippage I noticed that Characters and Objects weren't properly scaled during sliding. This has been corrected with v1.02, and I also broke the functionality of Objects with Views set working properly, which is now fixed.

Requires AGS v2.72 or higher!

Download v1.02
v1.02 Mirror

QuoteVersion:     1.01
Date:        29 November 2006, 11:40 P.M. GMT -6:00
Author:      monkey_05_06
Description: Addresses bug for Objects with no View set which would crash  the
             editor.

Update to v1.01 to fix an error on my part in thinking that Objects would always have a valid View set.

Via permission from strazer, I've decided to adopt his SlideRoom module and make some updates:

QuoteVersion:     1.00
Date:        17 November 2006, 9:20 P.M. GMT -6:00
Author:      monkey_05_06
Description: Fixes problems with  RawDraw  functions:  when  changing  between
             rooms  of  different  color  depths,  checking  color  depth   of
             characters and objects before merging them  into  the  background
             (when making the Overlays), and fixes bug  in  8-bit  rooms  when
             using RawDrawImageTransparent. Also added AUTOMOVECHARS parameter
             to SlideRoom.ChangeRoom to fix the bug with characters being cut-
             off. Added functions  GetSlidingDirection,  GetSlidingSpeed,  and
             IsSliding.

strazer directed me to post here instead of in the old thread for those who are wondering. ;)

As denoted by the changelog this version addresses all of the addressable issues with the module, which is why I've bumped it up to v1.0.

Also, it's only vaguely mentioned in the changelog, but the module now used 2 large Overlays instead of depending on RawDraw functions. I opted for this method to prevent the necessity of the two rooms to be of the same color depth.
#199
Hmmm...this seems a bit odd, but I was just trying to do some multiplication by -1, and AGS kept generating an "inproper use of operator '*'" error. I fixed it by doing it like (x * (-1)) instead of (x * -1). I'm pretty sure that's a bug...but it could just be me.
#200
I don't know if it's useful...harmful...productive...destructive...pointless...meaningful...or any other adjective-opposites-pair...but...I put the AGS manual into the wiki, here. The formatting could still use a bit of work, but it's all there. So.
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