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Messages - Charles

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Advanced Technical Forum / Thanks.
« on: 15 May 2012, 05:28 »
Thanks, took me reading over it a few times to figure out exactly what all your code does, but I think I understand it.  Learning...Learning...Learning.
The one element arrays were just in case there was something about the struct types, such that they had to match EXACTLY. I tend to try everything before I ask for help, no reason to clog up the forums. Thanks and hopefully I won't need you guys for awhile. XD

Okay now, I have created a custom struct called 'Spell' like so:
Code: Adventure Game Studio
  1. struct Spell {
  2.   String name;
  3.   int tool;
  4.   int element;
  5.   int incantation;
  6.   int mark;
  7.   int gem;
  8. };
Now I use this to create three different structs:
Code: Adventure Game Studio
  1. Spell spells[10]; //Total Number of Spells
  2. Spell plspell[1]; //Page Left Spell
  3. Spell prspell[1]; //Page Right Spell
Then in a function call later I tried this:
Code: Adventure Game Studio
  1. plspell[0] = spells[0];
  2. prspell[0] = spells[1];
That's when the editor gives me this error:
SpellFinder.asc (184): Error (line 184): cannot assign to 'plspell'

Do I have to assign each value of the struct to the other individually???
Code: Adventure Game Studio
  1. = spells[0].name;

Can't find anything on this in the provided documentation... can't...compute... bzzzt.  :P


I tried to say something I thought he'd say, if this doesn't qualify just let me know and I'll change lines.

Thank you! That fixed it!

Okay so I created an external script, and wanted to declare a bunch of variables that I could access later,
I thought I followed the AGS manual nearly verbatim, but apparently I'm missing something; I get:
SpellFinder.asc(18): Error (line 18): Parse error: unexpected 'spells'

Here's the code:

Code: Adventure Game Studio
  1. struct Spell {
  2.   String name;
  3.   int tool;
  4.   int element;
  5.   int incantation;
  6.   int mark;
  7.   int gem;
  8. };
  9. //Declare Spells
  10. Spell spells[10]; //Total Number of Spells
  11. //Tool (1 - Wand, 2 - Athame)
  12. //Element (1 - Earth, 2 - Water, 3 - Fire, 4 - Air)
  13. //Incantation ( 1 - Whispers of Wisdom, 2 - Song of Strength, 3 - Words of Power, 4 - Call of Destiny)
  14. //Mark (1 - The Hand of Glory, 2 - The Eternity Loop, 3 - The Pentacle Star, 4 - The Three Fates)
  15. //Gem Color (1 - Ruby, 2 - Sapphire, 3 - Emerald, 4 - Diamond, 5 - Obsidian)
  17. //Declare Spell 0 - Air of Destiny
  18. spells[0].name = "Air of Destiny";
  19. spells[0].tool = 1;
  20. spells[0].element = 4;
  21. spells[0].incantation = 4;
  22. spells[0].mark = 4;
  23. spells[0].gem = 4;

I declare 9 more spells using the same method above, but I didn't see any point including anything past the first one.
Get back to me soon guys, danke.
Edit by Andail: fixed ags code format

I don't think it even comes down to gender, sexuality, or even segregation; It's privacy as far as bathrooms go.
I'm bisexual like a 4/5 on the Kinsey Scale (no one is safe). I can say from personal experience it's a lot more comfortable with stall-walls or at least decent height urinal walls.
I have had the awkward situation of being out with a bunch of the guys, my mates, and having to stand at a trough or urinals without privacy walls of any kind.

(laugh) My general approach in those kind of things is to make intent eye-contact with something fascinating on the ceiling till I've finished.

Eventually places will have unisex bathrooms, with decent sized privacy boxes around the stall/urinal, and it'll just be.

Firstly, men and women tend not to mind sharing a bathroom with homosexuals (some do but most dont) but would mind sharing with the opposite sex.
Gee... Not where I'm from.  (wtf)

I can't really make any real comments on being uncomfortable or comfortable with integrated locker-rooms and gyms and dormitories. I have sexual thoughts about both genders, so there's not really that distinction for me. I'm gonna be at about the same level of comfort/discomfort either way.

I think full gender integration is something that'll eventually happen on it's own. I think we'll always celebrate the sexes unique qualities, but we'll do it equally, without exclusion of anyone who can relate to those qualities.  (nod)

General Discussion / Re: About sex and (homo)sexuality
« on: 06 May 2012, 01:57 »
 (laugh) We live, we laugh, we love, and we get by; just like everyone else.
 (nod) Some of us even make/play adventure games.

(p.s. to be on topic, the sex ain't bad either...)  (laugh)

 :-D Thanks for the nifty little plugin!

I've been playing with it since this morning, made a little 320 x 240 video in after-effects to make sure it was working.
The file is slightly large, but that's to keep the .ogg from being lossy. The test demonstrates the plugins ability to seamlessly loop a video.
And more importantly to me, I had to be sure I could get the gosh-darn thing to work before I started rendering out tons of video backgrounds! (laugh)

Here's the link, and again; Thanks.

AGS needs 'Arial Regular' to display font coordinates in the room editor screen.
Which I didn't have for some reason.

If anyone else has this problem simply install:

European Union Expansion Font Update:

Thx Anyways,


I've attempted to simply add an object to a room and when I go to drag it, this error is displayed and the background to the room is removed from the display and replaced by a giant red X cross.

Error: Font 'Arial' does not support style 'Regular'.
Version: AGS

System.ArgumentException: Font 'Arial' does not support style 'Regular'.
   at System.Drawing.Font.CreateNativeFont()
   at System.Drawing.Font.Initialize(FontFamily family, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont)
   at System.Drawing.Font.Initialize(String familyName, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont)
   at System.Drawing.Font..ctor(String familyName, Single emSize)
   at AGS.Editor.ObjectsEditorFilter.Paint(Graphics graphics, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedP anel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithE rrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl. WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I thought perhaps I could fix it with a clean install, so I installed it to a new folder. I received the same glitch/error again.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 22:59 »
Does he still 'jump too much'? =_= I'm gonna edit this thing into oblivion, roger's last edit will have him becoming a well endowed woman, with laser eyes.

Am I missing something... What does a squashy blue cactus headed roger have to do with lemmings.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 19:37 »
 :( I keep trying to tweak it so the head doesn't move as much, while still staying dynamnic, but everytime I do it messes with the whole 'flow' of it...
Think I may need to draw something else, maybe a bg, before I do the rest of this characters walk cycles, it's getting grating on my nerves.

Think I'll leave it be.

And I'm totally missing 90% of the subtleties in your color changes, Progzie.
Oh well, I'll keep submitting stuff to Critics Lounge, till I can get it satisfactory on my own, that's why I'm here, to get BETTER.

Okay so I added some definition to the emblem, and changed the eyes a bit, not a drastic change, but I thought it helped make his focus appear to stay 'forward'.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 19:21 »
 ;D you so did Progzie! The color count on your version is 25, it should be 26 (including tp).
You used one of the skintones as a darker yellow in your emblem.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 17:52 »
Progzie, you're a dahlin!  ;D
You make me so green, I have so much more to learn.

There were changes I didn't like but you fixed quite a few little bugs.

Version 8 guys:

I didn't like the big triangle on the chest, so I made it a smaller decal.
I didn't like the hair, but you did make me notice how 'static' the head was compared to everything else so I animated it.

And against my baser desires, I softened Rogers package to something sub-equine.

I'm VERY bad with colors Progzie, I'm blue-purple, red-green colorblind, so I'm always nervous about 'experimenting'. Any more tuts or tutorials you can suggest about how you make color choices would be fab.

@Tabata and Abisso
I'm NEVER satisfied.

p.s. Progzie, did you remove one of my yellows? I couldn't find it?

Just realized there needs to be a delay on the head. brb.

Taken care of. <3

OH, almost forgot, @Jim Reed, I downloaded that book! A lot of the reference seems almost exaggerated in nature, I hope to use some of that on the more 'cartoon' characters I might use like Fester Blatz. There's lots of theory in the book, it will be very helpful in the future.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 01:47 »
Never heard of that Jim.

According to everything I've ever seen the hands should be their 'widest'/'largest'/'closest to the camera' at the point right before the foot goes down.


You could do an edit and show me how it looks, if you still think you're right about it.

Critics' Lounge / Re: RogerRevamp
« on: 19 Oct 2011, 00:41 »
Okay so we're up to V7.

Really think I've got a winner here. I've taken lots of things into account, I smoothed out some of the 'bounce', slowed the playback (thank you Tabata)

As for the chest, I went back to the original muscle, and lightened it, smoothed out some of the definition, etc. (thank you EVERYONE specially you Abisso) so what you guys think? Do I get a gold star?

This is the version I'm most happy with so far.

Sorry for the double post, but I just had to do this for lolz.

Please don't double post, even for lolz.


Critics' Lounge / Re: RogerRevamp
« on: 18 Oct 2011, 22:01 »
You undid the headbob, did you change the torso or legs? What changes did you make exactly, just positioning within the field?

Yeah I agree with you, check the thread, there were comments he was too stiff.

Tell me which chest do you like. I've been asking people IRL, they all lean towards the first version after chest line removal? Which chest version do you like?

Critics' Lounge / Re: RogerRevamp
« on: 18 Oct 2011, 14:53 »
Yeah the last one I did is the worst, I must be getting tired, think it's time for a break, maybe a stroll around the yard.
L8tr H8trs.  ;D

Upon further review, I've decided to go with the noabs version. Sigh, now 24 frames left, and I'll have finished the walkcycle set. *faints*

So I'm back. I decided to try my hand at creating some cloth folds. Here's what happened: V5

Not sure. What do you guys think?

I still like my first one after the muscle lines were removed. but there's something about it that bothers me...
This is still my fav:

Critics' Lounge / Re: RogerRevamp
« on: 18 Oct 2011, 13:14 »
@Jim Reed
Sorry for the delay, here's v4:

I wanted to clean up after removing the muscle definition and this is the result, opinions on the differences between this and the 'no muscles' version?

It's not Mc.Burger, it's called Monolith Burger, and yes, the fat lazy janitor!

I hadn't played LOOM didn't even know it existed, until you guys introduced me to it.

I need to ease back into game-making, attaching myself to someone elses project, I'd be obligated to keep moving, keep working, and eventually I'd burn myself out. Like I said, I'm not very reliable.

After seeing this compared to the no abs, version I think I prefer the noabs.
Gonna have to mess around with the chest a little bit more.

Critics' Lounge / Re: RogerRevamp
« on: 18 Oct 2011, 10:17 »
You people are never satisfied sob!

Perhaps without the excess chest definition? I already miss those hawt pixelie abs.

1x 4x

That better Hofmeier?

@Abisso & DeadSuperHero

Considering my track record at finishing projects... I don't want to say I'm working on a Space Quest game.

I will say I want to make one, and intend to do some project with material I'm very familiar with like Space Quest to get myself back into game making.

Until I make more progress, I don't want to get peoples hopes up. Considering the number of projects unfinished, shutdown, or cancelled. I don't want to disappoint the SQfan base anymore than they have been.

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