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Messages - strazer

#442
Quote from: SSH on Sun 28/05/2006 22:29:54
No I don't...

Yeah, sorry. Don't know where I got the idea. I thought I'd seen some of your script modules in there the other day.
#443
You could do like SSH does and put them into the "Non-Adventure" category.
#444
Quote from: Pumaman on Sun 18/12/2005 13:04:22
AGS v2.71:
* Renamed the setup.exe in the AGS distribution to setup.dat to prevent unzip programs from trying to "install" it.

I guess from the setup.dat file the winsetup.exe in a game's compiled folder is created.
However, this winsetup.exe only calls "game.exe -setup". So the setup is actually integrated into the game exe itself.

AJA: Are you saying that your game doesn't have a winsetup.exe generated in its Compiled folder anymore?
#445
Beta versions only contain files changed from the latest stable version. You have to extract them over a copy of v2.71.
But AFAIK the editor itself doesn't contain a setup.exe anyway? Isn't it generated for each game in the compiled folder?
#446
I run Linux too and I use the AGS editor with no problems.

What distribution do you use? What version of Wine?
Could you upload your Wine config file somewhere for us to take a look at?
#448
Glad you got it working. And Welcome to the forums! :)
#450
Code: ags

// dialog script

@1 // dialog option 1
player: Yo!
run-script 3 // runs dialog_request function and passes 3 as parameter value
stop


Code: ags

// global script

function dialog_request(int flubber) { // it really doesn't matter what you call the variable

  if (flubber == 1) { // if "run-script 1" called
    // do this
  }
  else if (flubber == 2) { // if "run-script 2" called
    // do that
  }
  else if (flubber == 3) { // if "run-script 3" called
    Display("Blah!");
  }
  // and so on

}


Simply searching the forum for dialog_request should have yielded similar results. :)
#451
General Discussion / Re: Music Programs
Mon 22/05/2006 16:45:12
I know of JAZZ. Haven't used it, though.
#453
Doesn't
Code: ags

cEgo.Say(Game.GlobalMessages[500]);

work too?
#454
Finally found it:

Quote from: Pumaman on Mon 02/05/2005 13:38:52
Quote from: strazer on Sat 30/04/2005 02:41:41When an inventory item with an alpha-channelled sprite is active, the cursor hotspot dot isn't drawn. Instead, there's a hole in the cursor graphic where the hotspot dot/sprite should be.

Thanks for pointing that out. I'll fix the hotspot dot side of things, but for the hotspot sprite you'll need to use an alpha-channeled hotspot sprite in order to get it to work.
#455
GG, script modules are only supported since AGS v2.70.
#457
Code: ags

  File *thefile = File.Open("agssave.001", eFileRead);
  if (thefile == null) {
    Display("Error opening file."); // i.e. file probably doesn't exist
  }
  else {
    // do stuff
    thefile.Close();
  }
#458
What AGS version are you using exactly? Note that CJ said that the GUI import/export is broken in AGS v2.72 RC 1.

Edit:

AGS v2.72 RC 2:
* Fixed GUI import/export which broke on RC 1.
#459
Yeah, it possibly has to do with this:

Quote from: AGS Manual
WARNING: When using the float data type, you may find that the == and != operators don't seem to work properly. For example:

float result = 2.0 * 3.0;
if (result == 6.0) {
  Display("Result is 6!");
}

may not always work. This is due to the nature of floating point variables, and the solution is to code like this:

float result = 2.0 * 3.0;
if ((result > 5.99) && (result < 6.01)) {
  Display("Result is 6!");
}

The way floating point numbers are stored means that 6 might actually be stored as 6.000001 or 5.999999; this is a common gotcha to all programming languages so just be aware of it if you use any floating point arithmetic.
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