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Messages - strazer

#921
Advanced Technical Forum / Re: Parser Question
Fri 16/09/2005 15:45:17
Have you also tried magintz's Text Parser Template (download link fixed)?
#922
Glad to hear it. :)
#923
The buttons are greyed out, right? That means the game is paused (blocked).
By default the animation is played blocking, pausing the rest of the game. You have to tell it to animate non-blocking:

  oBook.Animate(0, 5, eRepeat, eNoBlock);
#924
I'm not sure why the function is needed at all. Why not just put

  oBook.SetView(6);
  oBook.Animate(0, 5, eRepeat);

in the room's "Player enters room (before fadein)" interaction?

(Room editor -> "i" button -> Double-click "Player enters room (before fadein)" -> Choose "Run script" -> Click "Edit script..." -> Paste code)
#925
Quote from: rodriguez1222 on Thu 15/09/2005 21:53:07I want the animation to play as soon as the player enters the room and for it to simply loop continuously

Note that the default repeat setting for Object.Animate, if not specified, is to play the animation only once. If you want it to repeat contiously, you have to specify the optional RepeatStyle parameter, i.e.
  oBook.SetView(6);
  oBook.Animate(6, 0, eRepeat);

Also, are you absolutely sure that you want to play loop 6 of view 6 as specified above?
You may want to increase the delay a bit, otherwise the animation probably plays too fast.
#926
1.) I think tracker entry "Display room areas semi-transparent" covers this. Feel free to add your comments.
#927
Advanced Technical Forum / Re: 2 suggestions.
Thu 15/09/2005 04:30:38
Quote from: InCreator on Thu 15/09/2005 04:16:32But if I need to set it from character interactions, like after talking to character - turn some object on/animate/whatever? It's quite a pain to set GlobalInt only, then check it from room's repeatedly_excecute, then perform the thing... etc. Especially, if there's more than 1 object-related thing which comes from character's interactions.

That's what the OtherRoom script module (or plugin) is for.
#929
Actually, I think it would be character[cHomer.ID] or character[HOMER]. But of course the cHomer shortcut is much nicer.
#930
That doesn't help.

Quote from: Pumaman on Tue 24/05/2005 19:19:11Yes, it's a possibility for a future version. However, I can't promise any timescales.
#931
Quote from: Scorpiorus on Mon 12/09/2005 23:03:07Just like with rooms the editor could probably read from two external text files (if those exist) instead of presenting blank scripts.

Yeah, that sounds simple enough. I like it.
Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=535
#932
Honestly, I don't think this feature is needed at all.
Any user that is sophisticated enough to want to publish his own script modules doesn't need a built-in template system. The guidelines and some template text files are enough IMO.
#933
Quote from: Scorpiorus on Mon 12/09/2005 19:19:59
Quote from: strazer on Mon 12/09/2005 18:11:09I agree, prefix everything that is linked to a module.
Funny enough, after have posted that suggestion I just discovered that the underscore character can't be a part of a GUI name. :)

;)

Also, GUI names can only be 14 characters long...

Going back, I think adding the GUI name to the GUI control script name like
  MyModule_MyGUI_Button1
is not necessary. Isn't
  MyModule_btnDoSomething
better? Naming the control for what it does?
#934
I see in the screenshot that the program asks for the location of the game's Compiled directory.
You do know that sound files belong in the game directory and will be bundled into the exe/vox when the game is compiled, right?
#935
Quote from: RickJ on Wed 01/06/2005 01:51:16
Perhaps this example should be in the form of  a AGS Game Template (*.agt)  that would contain two modules  ExampleModule containg the example you suggest and NewModule containing empty templates.  This way if someone wanted to make a new module they could use this template to create a new game.  The could rename NewModule to whatever they wanted and start coding.

I don't think this will work. AFAIK modules get assigned a unique ID internally when they are created and you can't have two modules with the same ID. That means end users won't be able to mix modules that have been created from this template.

Quote from: Scorpiorus on Wed 01/06/2005 22:03:31I'm for using a GUI name to prefix its objects(controls) names since just like with module functions and variables GUI controls are contained within a GUI, eg: GUI5_Button3, GUI5_Button3_Click.
But whether GUIs should be prefixed - is still a question.
If it's a specific module GUI I'd use a module name to prefix it:
MyModule_MyGUI
MyModule_MyGUI_Button1
MyModule_MyGUI_Button1_Click

What do you think about the problem?

I agree, prefix everything that is linked to a module.
#936
No, AGS can handle much more complex things. It might help if you posted the actual code you use.
#937
True, that has bugged me too on occasion. Tracker entry.
#938
Technical Archive:
2D arrays
3D arrays

I also see no problem with this approach.
#939
Quote from: monkey_05_06 on Mon 12/09/2005 00:31:41Also, kinda off topic, I've been wondering why this hasn't been moved to the tech archive.  It seems that's where they put these things.  I'm sure there's probably a good reason.  Just curious what it might be.

Don't worry, I'm watching this thread (bookmarked it, actually).

Thing is, you have been updating it so often it made me think maybe it's not quite ready for general consumption?
I'm waiting for responses from actual users as well...
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