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Messages - tzachs

#941
Did you use the given template?
It's under Wrapper\Swig\IAGSEngine.cs
#942
Try running the background shake in small amounts in the repeatedly execute (but long enough to be carried until the next repeatedly execute), for as long as a certain boolean variable is true. Then when you want to stop the shaking, mark the variable at false.

Something like this:

Code: ags

bool ShakeScreen;

//when you want to start the shaking put
ShakeScreen = true;

//in repeatedly execute
if (ShakeScreen) ShakeScreenBackground(...);

//in some other function when you want to stop it:
ShakeScreen = false;


I haven't tried it but is should work.
#943
Advanced Technical Forum / Re: MMO Plugin
Tue 24/08/2010 11:57:28
You can also use my C# Runner Plugin which uses the c# wrapper and allows you to run simple methods without having to worry too much about the registrations and such...
#944
How about a "Best Move Award"?  :P
#945
I'm also part Greek, by the way (my grandparents on my father side)...
Despite that the only greek word I know is Yasu.
#946
Completed Game Announcements / Re: Robolution
Mon 23/08/2010 13:13:48
@Sslaxx: "Sniff that one..."
I recommend you play it to the end, it will probably change your perspective on life as a whole.

@wonkyth: Excellent, just remember, downloading should be followed by double clicking on the robot icon ;)

@Ozzie: good feedback, I won't comment about the positive feedback because I obviously approve   :D
About the inventory, I agree that it is somewhat nagging in the bar, though I haven't found an elegant way to solve it... I also agree that the battlefield tune is too repetitive, that's because the music was made in a big hurry, I'll perhaps put some more variations in a new version some day...
#947
Oh well, Queen to G5.


#948
Adventure Related Talk & Chat / Re: AGS Steam
Fri 20/08/2010 16:33:13
This is a cool idea...

As a feature suggestion, I think a place for game reviews would be nice (it should be seperated from the regular two line comments).
#949
Hard to choose...
I'm voting for Sughly, maybe he'll get the double (Blitz & Sprite jam).
#950
Holy salsa, it's chained chess, my favorite game!!!
I'm in!!
#951
Modules, Plugins & Tools / Plugin: C# Runner
Mon 16/08/2010 20:27:29
This plugin will let you compile & run c# code from within ags (in runtime)!

It uses smiley's awesome AGS Plugin API for C#.

Why&how should I use it?
---------------------------------

Here's a simple scenario:
Suppose you have a string, and you want to get the last index of 'n' within the string.
You remember that AGS have an IndexOf function, but it doesn't have a LastIndexOf function.
But c#, on the other hand, does have this function.
So you can, with this plugin, compile the code on the spot and then run it whenever you feel like it.
To compile it:
Code: ags

//We choose CSCompileStringToInt because we want a function that gets a string
//and returns an int. 
//The first argument to this is the c# code, the second argument is the name of the class.
//The name of the class will also be used as the name of the created dll file.
//The functions returns true if compilation succeeds or false if failed.
if (CSCompileStringToInt("return value.LastIndexOf('n');", "GetLastIndexOf"))
{
   Display("Compiled successfully!");
}
else
{
   Display("Compilation failed!");
}


And then to run it:
Code: ags

//The first argument is the input value we give to the function we compiled earlier,
//the second argument is the name of the class/dll to use.
int lastIndex = CSRunStringToInt("An example string", "GetLastIndexOf");


Basically this plugin has several compile functions and several run functions for different types of arguments and return values (all combinations of string,int,float,bool).

The compile functions will try to compile a dll with your code, and then you can use the run functions to run the code from this dll.
If compilation/run fails, the error will be written to a text file: CS Plugin Debug.txt, so you can view them.

Pre Compiled dlls
----------------------

If you want, you can compile your own dll with visual studio, place it in the appropriate folder (the _Debug folder while debugging, and the Compiled folder when deploying) and then you will be able able to use the Run functions to run functions from your dll.
This can be useful if you need to run some more complicated code, or if you are missing references.
In order for the plugin to recognise your functions, you need to use the same name for the dll, namespace and class, to name your functions "Execute" and make them public. The functions must be in one of the supported formats (I.E one paramter of type string/int/float/bool and return value of type string/int/float/bool).

The Demo
-------------



The demo is really a small compiler, it also shows what happens behind the scenes when you run the "Compile" function, when it actually wraps it in the code that you see on the screen.

Download
-------------
Download the plugin&demo from here.

The download has both the binaries and the source code.

Requirements
-----------------
- Windows
- Dot Net framework 3.5 installed
- VC++ 2010 redist installed, at http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en

Install
--------
In order to use the plugin in your game, here's what you need to do:
Go to the plugin binaries folder.
Copy the wrapper dll and the plugin dll to the AGS folder.

You can now use the plugin in your game,

Before distribution, I think that you need to copy the wrapper to the compiled folder as well...
#952
Hints & Tips / Re: Robolution
Mon 16/08/2010 09:14:41
Hi Frodo, and thanks for playing  :)

Spoiler

Every pair of numbers: 00/01/10/11 moves the magnet to the left/right/up/down (don't remember by heart which goes where), you need to move the magnet above each of the leaves, move the magnet down (with the 'down' button on the right), activate the magnet so that the pliers will close on the leaf, and bring the magnet back up to get it. The entire area is basically a 3X3 grid, so there aren't too many options for where to move.
[close]
#953
If I understand you correctly, replace the last line with:

Code: ags

ob.SetPosition(mouse.x-width/2, ob.Y);  


And you can then also remove the line before it (int height = ...)
#954
Quote from: anian on Fri 13/08/2010 22:24:33
...well not to be the one that brings religion into the topic, but if the "it's part of the weekEND" argument is not enough, acording to the Bible, Sunday was the end of the week therefore it isn't at the begining...some weird nations use it as a begining of a week, but I don't get the concept since Monday is the day you start the part of the week that you work thus it's logical that that is the begining
...then again some nations use metric system (which uses the same logic as the number sistem) unlike other nations which use 3/8 of stuff etc. ...it takes all kinds.


Sorry to burst your bible ( ;D), but in my bible, the Hebrew version, Sunday was the first day of creation... More than that, in Hebrew, Sunday is actually called "the first day", monday is called "the second day" and so on.
And even the weekend argument doesn't work, because in Israel, the weekend ends in Saturday, and everybody goes to work on Sunday...
#955
Completed Game Announcements / Re: Robolution
Fri 13/08/2010 19:02:35
Thank you for your kind words  :D

And you're actually the second to report that bug, so that means I need to stop ignoring it and release a fix, oh man...
#956
My first attempt to draw with a tablet...  ::)

A cozy guesthouse!

#957
So, I've played around with smiley's new awesome AGS Plugin API for C#
and I made this plugin.


This is simply a small wrapper to Microsoft speech API, which convert text to speech.

The functions available via this plugin are:
Code: ags

//This function will speak the chosen text, with the selected voice,
//at the chosen speech rate and volume.
//The voice index range is from 0 to the number of voices installed on the computer 
// (this can be queried with TTSGetVoicesCount)
bool TTSSpeak(const string text, int voiceIndex, int speechRate, int volume);

//Returns the number of installed voices on the computer
int TTSGetVoicesCount()

//Returns the name of a specific voice index, can be useful
//if you are looking for a specific voice
String TTSGetVoiceName(int voiceIndex)


Requirements:
- Windows
- Dot Net framework installed
- VC++ 2010 redist installed, at http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en
- At least one voice installed (XP and above come with at least one default voice, not sure what happens before that)
- That's it as far as I'm aware

Install:
You can download the plugin here.

It comes with a demo game, both the plugin + demo have binaries and sources available.

In order to use the plugin in your game, here's what you need to do:
Go to the plugin binaries folder.
Copy the wrapper dll and the plugin dll to the AGS folder.
Copy the speech api dll to your game _Debug and Compiled folders.

You can now use the plugin in your game,

Before distribution, I think that you need to copy the wrapper to the compiled folder as well...
#958
Quote from: Monsieur OUXX on Tue 03/08/2010 15:32:38
Calin, did that eventually work?

Works super for me (eventually)   :D
Expect a small demonstration plugin soon...
#959
Mazal Tov!  :)

Btw, I knew it was you all along...
#960
I've been refining my method via trial and error.
This is what I've got at the moment:

1. Get inspiration from MAGS to do a game.
2. Search your brains for an idea that you can do without having to draw walkcycles  ;D
3. Create the story with the puzzles
4. Design (not draw) each room's composition, what are the main things in the room. Write it down.
5. Design all inventory items, and where are you going to get it from. Write it down.
6. Write down an entire walkthrough for the game. This is the place when things usually change for me.... here you can find logic flaws, puzzles that cannot be solved in this place in time, inventory items that can be used to solve a puzzle but were not intended to, etc.
7. Reiterate 3-6 until it all falls into place.
8. Only when you know exactly what you want to do, draw the backgrounds&characters (Or if you're working with an artist, send him your designs and work with replacements, same with composers).
9. Only when assets are all drawn, open up AGS and click on the "Make my game" button (3.1 and above).
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