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Messages - strazer

#221
Quote from: Janik on Sun 10/12/2006 20:02:33
I think it would be handy if each sprite had its associated file path saved somewhere, so that if you modify the file you could select a bunch of images and click something like 'Reimport from file' to get the updated version.

That reminds me of this tracker entry that I quite like: Sprite manager using files from disk
#222
No, I don't think it would work.

Can you please describe in more detail what you want to do exactly?
What kind of information do you want to carry over from one game to the next?
What is the CHRSpeakView variable for?
Why can't you just write
  cBob.SpeakView = BOBSPEAKING;
in all chapters? If there's a view with that name, its correct number will automatically be inserted right there.
#223
BOBSOVERALLS is replaced with the number of the view at compile-time, so no, you can't use the view name from a variable.
#224
You can use BOBSOVERALLS everywhere in place of the view's number, so you can also do:
  cBob.SpeechView = BOBSOVERALLS; // note capitals
#225
(The discussion you originally posted in is about access to views from external plugins.)

Are you aware you can already use view names in AGS like this:
  cBob.ChangeView(BOBSOVERALLS);
?
View names are capitalized and automatically defined to the view number internally, just like character names:
  character[BOB].ChangeView(BOBSOVERALLS); // legacy code
#226
Ask the Mad House Starter Pack authors.
#227
Quote from: Jazz on Tue 05/12/2006 14:22:51I would like "New Sprite"/"Replace Sprite" dialog that allows you to load a series of files, (say pic1.bmp ... pic25.bmp).

Already on the tracker: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=328
Please add your comments there.
#228
To keep this thread concise, before making suggestions for additional features, please review the bug & suggestion tracker first. Two of these are already on there:

Quote from: Bernie on Sun 03/12/2006 21:11:17-An animation loop could have a main loop and  2 optional subloops - an intro loop, a main loop (repeating until, say, the character finished talking), and an outro loop. This would be easy to use, would save quite a few loops per view and look pretty cool ingame. It's pefectly possible to do this through scripting, but it would use up 3 loops per animation. If I did this for an 8-dir character, I'd run out of loops and would need an additional view.

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=472

In fact, I think it was you who suggested it in the first place.

Quote from: Joe Carl on Sun 03/12/2006 21:27:48This could sound a little stupid, but, what about an option to delete views??

http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=160
#229
Please don't post 4 times in a row in a short period of time.
Use the "Modify" button to edit your post if you have something to add.

Also, please use the [ code ] tags when posting code. This way, special characters are preserved and it's easier to read IMO.
#230
To me it sounds like you just haven't adjusted your monitor settings for this resolution/refresh rate combination yet.

Monitors usually save the screen size and position for each resolution/refresh rate combination seperately.
So if you start a game for the first time that uses a combination that you haven't yet adjusted the screen for, just adjust your monitor and then all games that use that resolution/refresh combo should look fine.
But my monitor automatically saves the settings I make for each combo, maybe you have to manually save them on yours?
#231
You're welcome! :)
#232
int myvariable = 20; // define an integer variable named myvariable and initialize it to 20

myvariable = myvariable - 1; // subtract 1 from myvariable's current value
myvariable--; // shorter version of the above
myvariable -= 1; // another alternative

myvariable = myvariable - 3; // subtract 3 from myvariable's current value
myvariable -= 3; // shorter version of the above
#233
There's probably a transparent GUI that's intercepting the mouse click and preventing the click on the room background.
Check the GUI pane of the editor for any GUIs that you forgot to turn off (change "Visibility" from "Normal" to "Popup Modal"). If you need that GUI to be there, change its "Clickable" property to "No".
#234
Yes, this is a scripting error and not a bug in the engine.
#235
Thanks Candle for plugging the module, but they're not talking about room objects but dialog options, which are accessible globally anyway.
#236
The backgrounds look nice.
But AFAIK this board is for AGS games only:

Quote from: Announcements forum rulesThis forum is for the posting of completed AGS-made games.

You might want to ask a moderator to move this to the "Adventure-related talk and chat" board.
#237
The Rumpus Room / Re: Happy Birthday Thread!
Mon 20/11/2006 11:52:13
Happy Birthday Chris!
#238
Quote from: monkey_05_06 on Sat 18/11/2006 19:05:56go to it's thread

I'm sorry, but have to point it out. I see it all the time and it drives me mad: "go to its thread"

it's = it is
its = his/her/its
:-X
#239
I always liked the sound from Ren & Stimpy: http://www.strazer.net/ags/dndndnnnnn.ogg
#240
monkey_05_06 has adopted the module and released a new version. Please see the new thread.
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