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Messages - Crimson Wizard

#1021
Quote from: Vincent on Thu 19/01/2017 10:56:00
I know that this is against the rule of this topic, however, I am going to say that the same...
It would be very nice if we could have buttons to be able to have their own transparency as well.
Most of the time I need to implement another gui with a single button to do that and play with ZOrder property anytime...
Please, add feature requests to the Bug & Suggestion tracker, or they may get lost and forgotten (happens most of the time):
http://www.adventuregamestudio.co.uk/forums/index.php?project=3

Also, there are serious reasons why I asked to restrict this thread to the "missing" properties: firstly, there is a big difference between making them work in script, and creating completely new behavior. Secondly it is easier to work with the limited task.
From now on I will intentionally ignore anything that does not match the thread's topic.
#1022
Quote from: cat on Wed 18/01/2017 20:16:45
What is it used for now? I mean, I can edit it in the game's general settings.
It is used to create Windows Game Explorer data, which is embedded into game exe (Windows only).
#1023
Quote from: cat on Wed 18/01/2017 19:57:35
The game version number. Would be useful to show on a title screen etc. so it's easy to figure out what version of the game a player has when analysing bugs.
Hmm unfortunately it's not saved into the compiled game, but I guess it may be worth adding.
#1024
MISSING SCRIPT PROPERTIES - these are properties that set or get something that is already implemented in the engine, but just does not have means to know its value or change it in script.

Please help gather a list of such properties, grouped by object type. In many cases that would be super-simple to add readonly properties (ones that can tell you certain value). Changeable properties are less easy, because they often require to add values to savegame, but they are also should be mentioned.

NOTE: this relates to only things that are already in AGS, not completely new features.
For example:
* you can set a property in the Editor, but cannot read or set it in script;
* there is a script function that changes object's state, but no way to get what current state is.

Such list will be very useful, because engine contributors get reminded about them only once in a while, and these requests got forgotten in the presence of more critical tasks.
I would like to make a table in the first post, which lists the required properties, and status of their implementation.

PropertyTypeCommentStatus
Button
Animatingbool, readonlyfrom Animate()3.4.1
Frameint, readonlyfrom Animate()3.4.1
Loopint, readonlyfrom Animate()3.4.1
Viewint, readonlyfrom Animate()3.4.1
Character
FollowedCharacterCharacter*readonlyfrom FollowCharacter()
GUI
BackgroundColorint3.5.0
BorderColorint3.5.0
Mouse (alternatively make new static CursorModes struct)
Animating[]bool, readonly
Frame[]bool, readonlycurrent animation frame (if any)
ModeAnimated[]bool, readonly?array property, get/set whether particular cursor is animated
ModeAnimatedOnlyOnHotspots[]bool, readonly?
ModeAnimatedOnlyWhenMoving[]bool, readonly?
ModeView[]intarray propertyget/set VIEW for the mode
ModeHotspotX[]intarray propertyget/set hotspot X for the mode
ModeHotspotY[]intarray propertyget/set hotspot Y for the mode
#1025
There is yet another way this may be solved.
If Editor will write down table of variables when compiling scripts, remembering names of variable and their addresses for the debugging times, then it may ask engine not about certain names, but certain memory addresses, which engine does know.
I cannot tell whether that would be easier or harder to do. Pro is that in such case you do not need to change compiled script format, con is that this probably introduces new kind of temporary output for the project (because Editor needs to keep these tables somewhere). (also engine still won't know what it works with)
#1026
Quote from: JanetC on Tue 10/01/2017 22:11:21
Most debuggers allow you to hover over a variable while stepping through the code in order to inspect the contents of the variable. This would make my life so much easier!

The HUGE problem of AGS is that compiled code has very limited reflection. In plain language this means that when engine runs the script, it does not always know what exactly it deals with, it does many things blindly according to instructions. For example, variables are saved not as variables, but as a big array of bytes. The engine is not explicitly told what are those variables and where in this array they are located. For the engine there is no "int a", there is, say, address "50" where it must read 4 bytes. It is possible to deduce some things from instructions, as script runs, but still no way to know variable names.

UPDATE: I just remembered that compiled script stores names of imported and exported variables for some reason. That's a good start, but not enough for general case.

So, this is not only a task of making engine tell some information on the script it runs, but making engine being able to gather such information first.
On other hand, if I am right, I believe that it should not be too hard to add such information about global variables into compiled script. I am not that certain about local ones (the way they are dealt with is somewhat different).
#1027
The Rumpus Room / Re: *Guess the Movie Title*
Mon 19/12/2016 00:10:28
My guess is "Blood Simple" by Coen brothers.
Hmm or maybe not.
#1028
The Rumpus Room / Re: *Guess the Movie Title*
Tue 22/11/2016 23:30:34
Honestly, I never wathed second part before recently, and I was surprised by some pretty cunning "horror humor" moments, probably unexpected because of how dumb the first movie seemed.
#1029
The Rumpus Room / Re: *Guess the Movie Title*
Tue 22/11/2016 23:12:39
Quote from: Mandle on Tue 22/11/2016 23:08:13
Evil Dead, of course!
Well, "Evil Dead 2" to be precise, but I am accepting the answer.
#1031
The Rumpus Room / Re: *Guess the Movie Title*
Tue 22/11/2016 21:17:00
Okay,

#1032
The Rumpus Room / Re: *Guess the Movie Title*
Tue 22/11/2016 10:44:14
This is "Blue Velvet", by David Lynch.
#1033
The Rumpus Room / Re: Name the Game
Tue 15/11/2016 10:22:40
Game of life? :-X
#1034
The Rumpus Room / Re: Name the Game
Tue 08/11/2016 14:43:15
This is looks very much like Unreal (1?) Engine HUD  there on the last screenshot.
#1035
Vincent, you may use GetTranslation instead:

Code: ags

MessageToSay[0] = GetTranslation("Ciao, come stai ?");


Alternatively, you may store non-translated string in array, but translate it later when you do something, like display it onscreen:
Code: ags

MessageToSay[0] = "Ciao, come stai ?";
<...>
Display(GetTranslation(MessageToSay[0]));


Choose the way which is more convenient for your case.
#1036
The Rumpus Room / Re: *Guess the Movie Title*
Fri 21/10/2016 19:36:24
My guess is "Oblivion", although... not 100% sure.

Hrm, no, that was different american game Tom Cruise was "visiting" there :). And it was more... ruined.
Sudden weird idea I was having...
#1037
The Rumpus Room / Re: *Guess the Movie Title*
Wed 21/09/2016 19:32:44
Um... I said about exactly this scene in a post above...
#1038
The Rumpus Room / Re: *Guess the Movie Title*
Wed 21/09/2016 18:40:18
Weird guess again... Hitchcock's "Vertigo"!

If I remember correctly, there was the scene with giant tree which had marks indicating historical events on its rings.
#1039
Recruitment / Re: Offer Your Services!
Tue 20/09/2016 14:46:52
EDIT: not available anymore.
#1040
The Rumpus Room / Re: Name the Game
Mon 19/09/2016 16:38:50
Yes, I confirm that Danvzare was right, that was Minecraft, The End dimension where you fight the dragon boss.

Aaannd... I know the name of new game (which is no Capitalism), but I don't want to play right now :).
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