Quote from: Radiant on Sun 04/03/2018 15:26:03These are not environment variables, so not the same location as %APPDATA%.
On Windows 10 at least, AppData is also a user-specific folder.
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Show posts MenuQuote from: Radiant on Sun 04/03/2018 15:26:03These are not environment variables, so not the same location as %APPDATA%.
On Windows 10 at least, AppData is also a user-specific folder.
Quote from: jannar85 on Mon 12/02/2018 18:44:40If launching from the editor and the file is flagged as coming from the Internet, it should offer to remove that flag for you. It you are opening it directly you would have to clear it manually. I wrote some instructions here (ignore the page title, the content was originally incorrect). The short version: right-click the file, choose properties, then click unblock.
** edit **
ags-help.chm doesn't seem to work? Everything is blank...
Quote from: Code comments in the window validation function
// MS Windows DirectDraw and Direct3D renderers do not support a window
// which exceeds the height of current desktop resolution
Quote from: Crimson Wizard on Thu 25/01/2018 19:08:51Yes, DateTime.RawTime returns an integer, so it wasn't as 'raw' as I was expecting.Quote from: morganw on Thu 25/01/2018 19:03:44Did you mean "as seconds"?
Actually, making your own timer doesn't seem possible as you can only retrieve the time as an integer.
int STEP = 1;
int TARGET = 0;
int START = 200;
function repeatedly_execute_always()
{
if (BtnBar.Width > TARGET)
BtnBar.Width -= STEP;
}
function room_AfterFadeIn()
{
BtnBar.Width = TARGET + START;
}
function BtnBar_OnClick(GUIControl *control, MouseButton button)
{
if (button == eMouseLeft)
{
int step = Random(3) + 10;
if (BtnBar.Width <= 585 - step)
BtnBar.Width += step;
else
Display("Win");
}
}
Quote from: Crimson Wizard on Fri 19/01/2018 12:50:38Yes. If you don't want to package it on another platform you would have to write the game files to an archive format that supports the flag, set the flag on the script and the engine binaries, and not extract it until you are on a filesystem that can maintain the flag (i.e. don't extract and re-archive it on Windows). I guess it just needs a library that could write the file (maybe this one) or create an archive class that writes the file out manually.
At the moment the game is not archived by Editor at all. Do I understand correctly that it must be put into archive to accomplish this?
Quote from: Crimson Wizard on Thu 18/01/2018 20:13:33It is the script that launches the executable, but it doesn't have the execute bit setQuote from: Neo_One on Thu 18/01/2018 20:03:17I do not understand your question. There are executables for Linux, available with the installer, or as a separate package (in the first post). What "text file" are you are talking about?
1) When will you have an executable for Linux? The current version is a text file and depending on whether the user has marked the option "open as executable" You can run the game or you will open the text file.
--disable-all-engines --enable-engine=ags
Quote from: tzachs on Fri 12/01/2018 20:35:38As an example, if you had three objects which you need to check the state for some kind of puzzle, rather than just put them in a room and store the state in the room script, you have a base level object (one that would be extended with components to become the other type of game objects) and encapsulate the object state and functions in there. The idea being, if you didn't want to use it you don't have (just use the pre-extended objects), but you could take an empty object and manually assign the components (bitmap, events hooks, scripts, etc). So the parent object might have a function to validate the position of its children which is used as the puzzle logic, but may also have a bitmap (perhaps the three objects are on a tray) or blit to its own surface (perhaps it is a magic tray), and also provide routing for events to propagate (can fire events into its children, pass-on events from its parent, or claim events). When the puzzle is solved, just deactivate the parent to stop all scripts and events on the children, so I guess I'm suggesting it as an option to prevent having lots of booleans and if statements in a room script or global script (but you can still do it that way if you want as that is just one parent and one child).Quote from: morganw on Fri 12/01/2018 19:22:44Can you expand on this? I'm not sure I completely got what you're aiming for here. Can you also explain which use-cases are you hoping to solve (or make better) with this?
Also, I think it might be more flexible to have a generic object hierarchy for rooms (and scripts attach to any object). So the room is just another object and a child of a game object - potentially you can get a reference from parent to set global properties or properties in another room. I think it would be pretty easy to disguise this as the current setup (global script is on the game object, room script is on a pre-built room object with no children) so people can stick with what they know if they prefer to.
Quote from: Gurok on Fri 12/01/2018 06:06:05It would be good if you could optionally decide which scripts are on a fixed frame rate and which will wait for vsync (perhaps just capped at 60 FPS). So the viewport and mouse cursor could be smoothly moved, but game speed is still configurable. i.e. separate the game events from the engine events, so when using the RenderAtScreenResolution setting you can get the retro look with smooth scrolling and interface. Doing this is Unity is pretty difficult, normally you end up with spritesheet jitter and pixels changing in width as they scroll, I think you had to point the camera at a render texture to work around that which didn't use to be available in the free version.
AGS gets character movement and animation right. Other engines I've used move a character at 60 FPS regardless of the speed of the animation. I think this is mostly due to laziness and lack of consideration at the point of design.
Quote from: http://thebrotherhoodgames.com/blog/2013/10/visionaire-engine-powering-stasis/The engine is extremely artist friendly, with the ability to slide easily into a production line. All images are read from external files, so updating graphics is as easy as copying files in Windows Explorer. Simply replace the old frames in the directory, and they are automatically updated in the game.
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