It will automatically rename the room file.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Pumaman on Tue 01/02/2005 20:37:35
Firstly, yes this whole issue is because AGS does not do lazy evaluation on && and ||. (while it's called lazy, it's actually more complicated since the compiler would need to check the first side and generate JUMP instructions depending on the result).
And yes, it's something I would like to fix to make it behave in common with C, especially as you point out, statements like this will become more common and should be valid:
if ((ptr != null) && (ptr.ID > 0))
Quote from: HeirOfNorton on Wed 19/01/2005 05:27:03
First, the ability to use voice speech with a character's THINKING action/view. (I'm making a game in which I want character.Think to be the usual response to looking at objects, etc. I would just use Display with always display text as speech enabled, but the way the characters are in this game they would have to point out EGO talking to himself.)
Quote* Added script module support for game_start, on_key_press, on_mouse_click and repeatedly_execute.
// script for room: Repeatedly execute
//...
if (character[SOMEGUY].walking == 0) {
MoveCharacter(SOMEGUY, 0, 100);
MoveCharacterPath(SOMEGUY, 160, 150);
MoveCharacterPath(SOMEGUY, 320, 100);
}
//...
{
if (button == 2)
SetCursorMode(2);
}
if (button == 2)
{
SetCursorMode(2);
}
function interface_click (int interface, int button)
{
if (interface == ICONBAR)
{
if (button == 0)
{
//Walk.
SetCursorMode(0);
}
if (button == 1)
{
//Look.
SetCursorMode(1);
}
if (button == 2)
{
SetCursorMode(2);
}
if (button == 3)
{
SetCursorMode(3);
}
if (button == 4)
{
// show inventory
GUIOn (INVENTORY);
}
}
// They clicked a button on the Inventory GUI
if (interface == INVENTORY)
{
if (button == 2)
{
GUIOff (INVENTORY);
}
if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
{
// scroll down
game.top_inv_item = game.top_inv_item + game.items_per_line;
}
if ((button == 5) && (game.top_inv_item > 0))
{
// scroll up
game.top_inv_item = game.top_inv_item - game.items_per_line;
}
}
}
Quotestrazer, I just realised, there's no link to your page from the AGS Resources page. Mind if I add one?
QuoteAlso, it would be nice if we could find out if the current room had the "Hide player" checkbox set
Quote from: Pumaman on Sun 13/02/2005 16:20:37If there's anything else that needs to be done and I've forgotten, please do say so.
Quote from: Pumaman on Thu 27/01/2005 20:39:39Quote
Display room info on "Areas" pane
Should be an easy one and results in one less tracker entry.
These two sound reasonable, and I agree it would be a good time to clean them up.
Quote from: Pumaman on Wed 16/02/2005 19:21:31
Yeah, I guess save game screenshots should be supported in 256-colours, it's a reasonable request.
QuoteWhat would be awesome would be a ChangeCursorView function or something like that...
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.618 seconds with 15 queries.