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Messages - strazer

#902
Yes, same reason why you can't do

int myvariable;
myvariable = 10;

outside of any functions. Outside you can define variables, but not set them to any value. The only exception is when you combine the two:

int myvariable = 10;

So just do as Ashen suggests.
#903
Quote from: Pumaman on Sun 05/06/2005 23:32:14* Added GP_ISFRAMEFLIPPED option to GetGameParameter.

Thank you!

Quote from: Pumaman on Sun 25/09/2005 17:12:38The reason I think it's time to go to Release Candidate stage now rather than add any more features is that the new Strings are so useful that I'd like to get them out there as soon as possible.

How about fixing a couple of minor bugs then? I'm thinking of

- Label doesn't display if shorter than word
- Room edges don't trigger when overlapping
- Sierra-speech and dialog options display
#905
I think you can even use #ifdef to check for the GUI name the labels are on:

#ifdef GUINAMETHELABELSAREON

But it's not fool-proof as the user could also have a view with this name and then the code would be compiled too. But nice anyway.
#906
Well, my guess would be:

320 * 240 = 76800 pixels
800 * 600 = 480000 pixels
480000 / 76800 = 6,25 times the size? Depends on the room backgrounds used, of course.
#907
You can't. You will have to create a custom GUI with custom GUI buttons on it. (See this tracker entry.)
You will probably need the QuitGame function. Look it up in the manual.

I think you can only affect the text font of the buttons. Since they use the normal font, simply import another font and put
  SetNormalFont(THENUMBEROFTHEFONTYOUJUSTIMPORTED);
into your game_start function (menu "Script" -> "game_start").
#908
Quote from: MookieLove on Wed 21/09/2005 14:45:08
I'm also wondering if I can have the game user players to input a name.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18479

Quote from: MookieLove on Wed 21/09/2005 14:45:08
For example, I have a dialog that asks if the player is male or female.
(...)
On top of that, how would I switch pronouns (he to she, his to hers?)

For example:

Code: ags

// dialog script

@1
player: I'm male of course!
run-script 1
stop

@2
player: I'm female, can't you see??
run-script 2
stop


Code: ags

// global script

string he;
string his;

export he; // export variables to make them useable in room scripts
export his;

function dialog_request(int parameter) {

  if (parameter == 1) { // run-script 1: male
    StrCopy(he, "he");
    StrCopy(his, "his");
  }
  else if (parameter == 2) { // run-script 2: female
    StrCopy(he, "she");
    StrCopy(his, "her");
  }  

}


Code: ags

// script header

import he; // import variables to make them useable in room scripts
import his;


Code: ags

  // some script

  Display("%s grabbed %s bag and went on %s way.", he, his, his);
#909
Quote from: Pumaman on Tue 07/06/2005 19:50:34
Quote from: strazer on Tue 07/06/2005 08:23:21
And now that we are able to flip dynamic sprites, I think it would be essential to be able to determine if a view frame is flipped or not (via GetGameParameter or whatever).

Those are reasonable enough requests, if anyone else would find them useful?

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=536
#911
This simple script module makes it easy to allow moving the player character using the keyboard. It is based on a-v-o's code from this thread.

Features
* Move the player character with keyboard keys
* Choice of two control modes: Pressing or tapping direction keys

Download here (Script module and documentation)

Ideas for future releases include key customization features and interaction functions.

Edit:

Check out the coding competition entries for modules that include interaction functions: http://americangirlscouts.org/agswiki/index.php/Coding_Contest#Keyboard_Control
#912
With AGS v2.71's new DynamicSprite.CreateFromBackground function I managed to fix the flickering bug, but since the whole scene has to be recreated, a few issues remain. But I'm working on it...

Anyway, version 0.52 now up.
#913
Quote from: SSH on Tue 20/09/2005 11:11:50
Code: ags
export FadeName;


You don't need to export functions.
#914
Menu "Script" -> "Module manager..." -> "New..."
Then press the "Edit script" / "Edit header" button and enter your code.
#915
Instead of putting the code into global or room script, just create a new script module and put the functions and code in there. A script module consists of the main module script and the module header, just like the global script.
Think of script modules as many little global scripts you can add and remove at your leisure without having to copy and paste stuff all around your main global script.
#916
Quote from: monkey_05_06 on Tue 20/09/2005 01:06:01I was hoping to get rid of some of these #defines in place of something that works with autocomplete...

You can use this trick to activate auto-complete for #defines:

Code: ags

// header

#define MYENUM1 34 // import int MYENUM1;


It's sort of a bug and, if I remember correctly, something CJ won't fix for a while. :)
#917
Quote from: rIKmAN on Mon 19/09/2005 21:21:28My heart just sank when I read that TopDown graphics don`t work due to the hotspot having to be at the characters feet, then 5 minutes more reading and I see there is a new variable Set<blah>.z or something which might help do the trick.

Correct. Check out this thread (and the link inside) for inspiration.
#919
AGS v2.71 Beta 6:
* Fixed walk-to point getting randomly moved if you alt+tabbed back into AGS from another application.
#920
Yes, a script module would be nice (but then avoid Timers or GlobalInts please). You could even provide the required GUIs for importing.

But if you at least update the code to AGS v2.7 "strict" and make adjusting the GlobalInt and Timer numbers easier for users (#defines or enums), I can move this to the Tech Archive.
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