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Messages - strazer

#861
Critics' Lounge / Re: EGA to VGA C&C
Tue 11/10/2005 20:59:41
Those are screenshots from the FMTowns version released in Japan.

This is Zak McKracken Enhanced and this is the original version.
#862
No problem, I'm glad we could work it out. :)
#863
Yep, works. ???

You have clicked "Yes" when you're asked if you want to use the alpha channel, right?

Edit: When importing the image, I mean.
#864
Thank Fuzzpilz & Co for setting up the games archive. :)
#867
Also not sure what you want, so here a few things:

There is a built-in macro called "DEBUG" that is defined when the "Debug mode" is checked in the General settings and not defined if it is unchecked. So you could do:

Code: ags

// module header

#ifdef DEBUG // if debug mode on
  import bla Bla;
  #define SOMETHING 1
#endif

#ifndef DEBUG // if debug mode off
  import bla TheRealThing;
  #define SOMETHING 2
#endif


But ifdef and ifndef also work with self-defined macros:

Code: ags

// module header

#define RELEASE // comment this out to disable the enum below

#ifndef RELEASE
  enum Names {
    Otto, 
    Fred, 
    George
  };
#endif


Keep in mind that everything between ifdef resp. ifndef will be included or excluded in the compiled game. In the example above the Names will be picked up by the auto-complete even if RELEASE is defined.

Btw, you could use this to make your modules dependent on one another:

Code: ags

// module header: StrAdditions

#define StrAdditions_VERSION 100


Code: ags

// module header: ScrollingDialog

#ifndef StrAdditions_VERSION
  #error You need to import the StrAdditions module and place it before this one.
#endif

#868
Quote from: ProgZmax on Tue 11/10/2005 14:33:16This eliminates the possibility of having non perfect rectangle guis, but it's better than nothing I guess.



AGS v2.7. 32-bit game, 32-bit GUI background image, GUI set to background color 1 (but any other works as well). If I set the GUI background color to 0, the text isn't anti-aliased anymore.
#869
Use this image for testing.

Btw, the text only shows where the background image is non-transparent. I don't think it's possible to have anti-aliased text on a transparent background...
#870
Use a true color image with an alpha channel as the GUI's background.

Unfortunately, this affects the transparency of all GUI controls on this GUI so you may have to use alpha-channeled images for these or put them on another GUI.
#871
Quote from: mport2004 on Mon 10/10/2005 23:43:17
if (ran==0) character[GT].Animate(1, 1, 0, eBlock, eForwards);SetGlobalInt(2,1);

You have to enclose multiple commands within brackets, otherwise the conditional only works on the first command. Your code is the same as
Code: ags

if (ran==0) character[GT].Animate(1, 1, 0, eBlock, eForwards);
SetGlobalInt(2,1);


Try this instead:

Code: ags

if (ran==0) {
  character[GT].Animate(1, 1, 0, eBlock, eForwards);
  SetGlobalInt(2,1);
}
#873
Quote from: GarageGothic on Sun 09/10/2005 05:37:15
The first thing that I notice is the line:

  drink += 1;

What you want is either:

  drink = drink + 1;

or just:

  drink++;

which adds 1 to the value.

  drink += 1;
does the same thing. It doesn't matter which of these three you use.
#874
Quote from: Kinoko on Sun 09/10/2005 03:48:01
If the former, you can use up all 8 within a view for many different things.

Note: The current limit is 16 loops per view.
#875
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=15754
(among others)

Running agsedit.exe directly from the zip file before unzipping everything first seems to be a common beginner's mistake.
#876
Quote from: big brother on Fri 07/10/2005 20:40:28
I would like to do a paintover, but I'd need to scale it down to a 1:1 ratio. What's the image's original size?

Yes Dan, please use the [ img ] tag's width and height parameters to zoom your images to make paintovers easier:
Code: ags

[img width=135 height=264]http://www.2dadventure.com/ags/gloriadisguise.gif[/img]


(And you don't have to quote the whole post before you. ;) )
#877
Quote from: Kinoko on Fri 07/10/2005 13:02:33It's probably got huge problems so please let me know of anything wrong.

If you had enabled permission to edit/view script and header, we could tell for sure. :)
But since it failed compiling, I was able to take a look at the module anyway:

1.) This module requires AGS v2.71. This should be documented.

2.) You use fixed GUI names like "gTownname" and "gTownnameborder".
You should either:
- Make the GUI names parameters of the FadeName function
Code: ags

function FadeName (const string areaname, int disptime, GUI *thenamegui, GUI *thebordergui) {

- Add static functions for the user to set them beforehand
Code: ags

// module header
struct FadeName {
  import static function Fade (const string areaname, int disptime);
  import static function SetNameGUI(GUI *thenamegui);
  import static function SetBorderGUI(GUI *thebordergui);
};

or something
- Document what the user has to set up first
- Include exported GUI files the user can import

3.) You use view 35 to animate the button. What if the user doesn't have it?
Make it a parameter of the function or use the view's script name (FADENAME for example) and instruct the user to create it first.

4.) In case the user has to set up the GUIs himself, don't count on the button being control no. 0. Better give the GUI controls names.

5.) You should use new-style scripting exclusively, for example:
SetLabelText -> TheLabelName.SetText
SetButtonPic -> TheButtonName.Graphic
AnimateButton -> TheButtonName.Animate

6.) The module doesn't contain a version string for dependent modules to check for:
Code: ags

// module header

#define FadeName_VERSION 100


7.) As I said, you don't need the
  export FadeName;
line as functions don't need to be exported.

8.) Nitpicky, but why is the module named "FadeNameMod"? We all know it's a module, why not just call it "FadeName"?
#878
Thanks. Above version now contains your fix.
#879
Or, if you want all characters to have an idle view as well as blinking, you can try out this early version of a script module for AGS v2.7 I have been working on.

Import the script module via menu "Script" -> "Module manager...".

Put the blinking animation for each direction into the character's normal (walking) view, beginning at loop 8:
loop 8: blinking down
loop 9: blinking left
loop 10: blinking right
loop 11: blinking up
loop 12: down-right
...
and so on.

Then, to start the blinking (in game_start for example):

Code: ags

  CharacterBlinking.Enable(cRoger);


- The blinking delay is randomized between 2 and 5 seconds
- The blinking will only play when the character not moving, not animating and not playing the idle animation
- Use CharacterBlinking.Disable to stop a character from blinking

The module has not been fully tested yet, so there may still be bugs to work out.
#880
Quote
st = st.ReplaceCharAt(charpos,cs); // replace with character standing in   

Where does "st" come from? Shouldn't it be "bf"?

If

Code: ags

bf = bf.ReplaceCharAt(charpos,cs); // replace with character standing in   


doesn't work, try:

Code: ags

String changed = bf.ReplaceCharAt(charpos,cs); // replace with character standing in  
bf = changed;
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