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Quote from: Khris on Tue 24/07/2018 11:04:03Anyway, on_event is supposed to go inside GlobalScript -> Edit Script.Defining on_event will also work in a room script.
function on_event (EventType event, int data) {
if (event == eEventEnterRoomBeforeFadein)
{
// data is the room number of the new room
if (data >= 20 && data <= 35)
{
cFantasma1.FollowCharacter(cJordi);
}
else
{
cFantasma1.FollowCharacter(null);
}
}
}
Quote from: KyriakosCH on Fri 20/07/2018 07:36:11Surely, regardless of the maths, the solution is just to shorten the rope?
But some other problems arise, because he has little access to actual tools, and has to improvise.
Quote from: eri0o on Wed 18/07/2018 02:10:58I think it should be fixed now.
I have the same error on my computer ( Ubuntu 16.04, awk 4.1.3 )
Quoteagshelp/checklinks agshelp.wiki/*.mdI've also switched the the line breaks from \ to double spaces, which makes it format correctly in "unflavoured" Markdown editors, but the Sphinx build still doesn't seen to pick it up. I guess there might be an option to pickup the double space, if not I'll look at converting these lines into lists.
Bad link EditorRoom on page agshelp.wiki/Home.md (line 17)
Bad link EditorCharacter on page agshelp.wiki/Home.md (line 18)
Bad link EditorSprite on page agshelp.wiki/Home.md (line 20)
Bad link EditorView on page agshelp.wiki/Home.md (line 21)
Bad link EditorInventoryItems on page agshelp.wiki/Home.md (line 22)
Bad link EditorRoom on page agshelp.wiki/_Sidebar.md (line 18)
Bad link EditorCharacter on page agshelp.wiki/_Sidebar.md (line 20)
Bad link EditorSprite on page agshelp.wiki/_Sidebar.md (line 24)
Bad link EditorView on page agshelp.wiki/_Sidebar.md (line 26)
Bad link EditorInventoryItems on page agshelp.wiki/_Sidebar.md (line 28)
Found 888 pages/anchors
Total links: 2706
Bad links: 10
Quote from: Crimson Wizard on Tue 17/07/2018 14:50:02Yes, I think there are probably three separate issues here. I only mention my point of view for storing state, as in my opinion , the workflow issues that make the persistent state desirable are related to only being able to edit one room at a time (so state cannot persist in the tab) and the existing controls are not particular streamlined (changing the settings is too involved a process). If it is easy to implement and doesn't restrict future changes or rolling back to previous versions, then it wouldn't be an issue.
But aren't these are different problems that require different solutions? I did not mean the state saving as a solution to not able to select multiple objects.
When people are working on a game, they may open same room many times. Even if there are not multiple objects that need to be turned off but only one, or if there is a convenient way to multiselect, even then they'd probably rather keep that convenient state saved than change it same way over and over.
Quote from: Snarky on Tue 17/07/2018 14:52:45Yes, but to make the settings persist through Editor upgrades this isn't just simple a serialize/deserialize. It would probably have to be linked to the project upgrade process and I don't know if that even considers per project user preferences rather than just project data. Having had to rewrite the whole preference system for the Editor just so I could add an option to suppress a message box, I wouldn't want these new settings to be trivially added and create a similar problem down the line.
Basically, the reasons I flipped these settings in the first place still apply the next time I come back to the room editor, and it would be annoying to have to set them again every time.
Quote from: Crimson Wizard on Tue 17/07/2018 13:15:27I guess that I'm saying, having to store the state is something you would need when applying the changes you need is taking too long or is overly complicated. With the example of hiding multiple objects in a room, I'd rather make it easier to multi select objects and apply any setting, rather than leave awkward controls in place and store the settings to avoid frustration.
Does your opinion originate from concern about difficulty of implementation, or you actually do not think having state restored is needed, or even expect these settings to be reset every time you launch the Editor because that complies to your personal work habits?
Quote from: Snarky on Tue 17/07/2018 11:54:04Quote from: Crimson Wizard on Tue 17/07/2018 10:02:36Yes. Locked in particular (otherwise it's nigh-useless).
1) Should the Visible/Locked states be saved in between editor sessions (and room's closing/reopening)? I guess answer is yes...
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