It has now logged me in. I'm not sure what has changed but no errors at all, this time.
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Quote from: Crimson Wizard on Sun 28/08/2016 23:22:13I would be happy to propose something, but I'm slightly biased towards seperating out the game build tools and getting the editor data broken out into something that can just be placed on a filesystem and edited with more basic tools. I think this would be the easiest way to get any sort of multi-platform editor, if all that is needed is reading and writing XML plus a basic bitmap editor for room data. Presumably the room data is the largest problem here? Plus the sprite and audio cache building would have to be seperated as well. If it gets down to this point the choice of language for the editor is probably less important, as it would be doing so much less.
I could probably try to write one myself, but I am very busy with the engine, and fear that I won't be able to think for both programs. Editor is like a separate project with its own problems and needs.
If we had such design plan it would make it much easier, because when you know what to do, regular developers could add a thing or two sometimes, and there will be something to give for a willing contributor as a reference.
Quote from: Quintaros on Tue 23/08/2016 19:50:56Code: ags sprite[i].Delete();
Quote from: Questor on Tue 19/07/2016 23:50:40the end options set the value of the global variable resWould it not be easier to avoid the event queue and just call ChangeRoom from the end options?
Quote from: UnusualCadence on Sun 12/06/2016 14:22:03As far as I know, this isn't valid and wouldn't compile. Are you using an array of AudioChannel pointers?
AudioChannel[].Stop()
Quote from: Danvzare on Sun 05/06/2016 14:27:19Fertiliser logistics would definitely have a role to play.
Reminds me of poop.
...
Or a subway system.
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