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Messages - subspark

#821
It would be nice in AGS if the sprite importer could remember which folder it was in when the sprite was last chosen and I think the ability to change the transparency mode (bottom-right / pallet index 0) could be done in the right click menu. I'm tired of having to surf back through old folders when correcting a silly mistake of choosing the wrong corner for transparency.

EDIT: In the layout section of the list pane under the GUI editor, I think 'Height' should be moved below 'Width' (like in most apps). The same goes for item width and height.
I also think 'Left' should be renamed to 'X Position' and 'Top' to 'Y Position'.

Cheers,
Paul.
#822
The interaction editor really assisted the learning process for me too.
Paul.
#823
Not that I like to take apart CJ's lovely design of the winsetup, but I beleive ResHacker is the only way to do this right now.
Having said that, the idea of customizing the winsetup for a developers needs is truly welcome and overdue. So I am highly inclined to agree.

Cheers,
Paul.
#824
Well thats fantastic ProgZMax. Did you draw those sprites yourself? Good art man bravo!
#825
I said 'would be' not 'is' Monkey.  ;)
I was excited that someone mentioned it.

BTW did you get my PM a few days ago?

Cheers,
Paul. 8)
#826
QuoteOkay! Smiley I'm guessing that if things work out that this might be a move toward removing the 320x200 coordinate system from hi-res games?
Oooh yippee! A resolution independent coordinate system. That would be extremely valuable.

I remember CJ saying this:
Quote
QuoteRadiant:    Will this or a future version support 800x600 (or higher) resolution, using actual 800x600 coordinates rather than 400x300 ones? Having to put everything at even-numbered pixels is kind of impractical
Chris:    This version won't because it would require significant changes to the engine to support this, however it's certainly something I'll look into for future versions
(Page 6 of this thread.) Also I thought somebody said AGS 3.0 was going to be an engine rewrite in addition to the editor being upgraded. I'm sure it wasnt you Chris but could someone clarify the timeline for us

Cheers,
Paul.
#827
Hmm, when using the character.tint command the luminance seems half of what it should be. It doesn't pay respect to the region's list pane's values either. I still strongly believe the luminance AND the RGB tint properties should be a part of the regions list pane's properties. Why is adding this ability so complicated, CJ? Am I missing something?

Cheers,  :)
Paul.
#828
I bloody well miss it and I'm surprised more people didn't fight for it sooner.
Paul.
#829
QuoteAnd on a tangentially related subject, what about a z-baseline for Walk Behinds(Walk Belows?)?

I like the sound of that. Walk belows? Thats brilliant. In fact I think we need to hand over the overall baseline control to polygons rather than a static straight line. It would surely solve a lot of problems with complex scenes.

AGS would basically push vertices in the Z direction the higher up from the bottom of the viewport you click them in. Then, in a small top down preview window, you could fine-tweak them to suite your background art.

Cheers,
Paul.
#830
Hehehehe!   :D
#831
QuoteMy alien roger template is fully compatible with 2.8.

Nice, ProgZmax! Do you have a link?

Cheers,
Paul.
#832
One small thing that annoys me is when I have the name of a GUI control selected and then hit DEL (not backspace) it deletes the control rather than the text. It would be good if AGS could run a check to see if text in a field is selected first before wiping my object from the screen.  ;)

EDIT: I think its time that views can be flipped horizontally AND vertically. Can this be done, Chris?

Cheers,
Paul.
#833
Okay all code here is working now. This is pretty cool and I have to thank both you and Ashen for this fantastic functionality. You'll both be included in the credits when this game is past prototype stages.

Thanks again guys!
Paul.
#834
I use Photoshop frequently, and it is great for layers. That said, AGS doesn't always translate bitmap masks well when importing and it would still be nice to be able to view elements in the editor.

Also, Chris, I don't know if anyone has asked this before but it would be really nice for AGS 2.8 to be able to combine the lighting amount with color tinting for regions. This makes a lot of sense particularly if your game is set in dark moody places like mine. I use a lot of greens and blues and I'm simply desperate to make the light color affect the character along with the light amount without having to use different character sprites for each room. Can we unify this system, please?

Cheers,
Paul.
#835
Actually, to unify that idea, I would like to see the room editor be able to blend things like walkable areas over walkbehinds and objects, etc. I hate having to click back and forth different displays to guess by eyeball. Would be nice if we could display everything at once like looking through layers of glass. If you know what I mean.

Cheers,
Paul.
#836
Well first off, I had the code outside of a function. That didn't help. I also forgot to add [theHotspot.ID] to the end of that command.
Secondly, you might have noticed, I'm using a button to display the icon graphic for a hotspot.

So, based on my updated post above which, unfortunately, i rushed out the door before I could click the send button, I use a button in the Gui to display the hotspot icons. I use the following code:
Code: ags
function repeatedly_execute() {
  if (gInventory.Visible == false) {
    Hotspot *theHotspot = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
    if (theHotspot != hotspot[0]) {
      bIcon.NormalGraphic = HotspotIcon[theHotspot.ID];  <<<==================== WHAT DO I DO HERE=================||
      
      FadeGuiIn_NoBlock(gIconBox, 0, -20);
      FadeGuiIn_NoBlock(gIconBoxback, 30, -20);
    }
    else {
      FadeGuiOut_NoBlock(gIconBoxback, 100, -15);
      FadeGuiOut_NoBlock(gIconBox, 100, -15);
      bIcon.NormalGraphic = 34;
    }
  }
  else {
  }
}


The script compiles fine, however when I move the mouse over a hotspot, no icon is displayed.  :-[

Thanks,
Paul.
#837
Its strange. It's line 13 and it the error is parse erroe in expr near 'new'. if i comment that line out it goes to line 14 and then line 15 after that.
Hmm, this is strange. ???

BTW, I have enforce new style strings and object based scripting on.

EDIT: Ahh somehow I forgot to change left to right operator precedence to left. It should be that by default however I converted a 2.72 game to the latest beta.
That particular problem is solved and thanks for the module!

How exactly do I assign a hotspot/character/object an Icon? I tried a number of things based on the function but nothing seemed to work.

Also what happens now is when the mouse is over a hotspot/object/character, gIconBox is faded in and the normal graphic of a non-clickable button is changed to the sprite assignment for that hotspot.
So I've added repeatedly_execute in your module script and under that function is the following:

Code: ags
function repeatedly_execute() {
  if (gInventory.Visible == false) {
    Hotspot *theHotspot = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
    if (theHotspot != hotspot[0]) {
      bIcon.NormalGraphic = HotspotIcon; //==========LINE 49==========\\
      FadeGuiIn_NoBlock(gIconBox, 0, -20);
      FadeGuiIn_NoBlock(gIconBoxback, 30, -20);
    }
    else {
      FadeGuiOut_NoBlock(gIconBoxback, 100, -15);
      FadeGuiOut_NoBlock(gIconBox, 100, -15);
      bIcon.NormalGraphic = 34;
    }
  }
  else {
  }
}


The error is in line 49 which reads: Type missmatch: cannot convert 'int[]' to 'int'

Cheers,
Paul.
#838
Chris, when I import a module script, I think the script name in module information should also be used in the list pane window instead of 'module'. Also in that regard is that if I paste a new name for the list pane, and the script editor is open, it pastes the text into the script rather than in the selected field in the list pane.

Also, it would be really handy, particularly for beginners, if you could copy the text of an error output for use with the forums.

Cheers,
Paul.
#839
Okay two things,
When in the GUI editor, and when your choosing a sprite for a button mouse state, if I choose to expand a folder, say, Overs or Downs in maybe a GUI folder, the next time I choose a sprite for the next state or the same one again the folders are collapsed.

It would be a far less tedious task if AGS remembered which folders I chose to expand.

The second thing is if I rename the first GUI, from say gActions to gMain the tab remains gActions even though the script-o-name had been updated.

Cheers,
Paul.
#840
I'm using beta 11 actually. Your original code still wont work however.

Cheers,
Paul.
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