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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:37:28 AM
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341  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 10, 2013, 01:07:01 AM
Okay I have so far spent more than 6 hours working on this new, more thorough documentation and I am maybe slightly more than halfway done at this point.

 Coffee

Browse what I have so far
342  Developer / Technical / Re: Game Maker work flow on: February 09, 2013, 09:22:08 PM
yah it's called using a proper programming language instead of dawdling like a sissy who doesn't deserve to be heralded by an image of the swanson
343  Feedback / DevLogs / Re: ANSI Submarine Game on: February 09, 2013, 07:52:37 PM
In case you haven't thought it already, you should make air run out proportional to how many crew there are left  Smiley
344  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 05:08:16 PM
Reeks of an engine bug. Can you send me what you've got?
That line after the "EDIT2" with code is the exact line that gave me an access violation.

And I still am lost as to why setting the data during the initialized() function is not allowing me to print said data.

For me to know precisely what's causing an access violation I pretty much have to be able to run your game in debug mode, and what line of script caused it is mostly irrelevant.  Droop
345  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 09, 2013, 04:49:16 PM
I'm loving that car.
346  Community / Townhall / Re: Project Cornerstone - An Open World Physics Game on: February 09, 2013, 04:32:07 PM
You got it.  Tongue
347  Community / Townhall / Re: Project Cornerstone - An Open World Physics Game on: February 09, 2013, 04:10:36 PM
Looks pretty exciting, actually. I'm not affluent enough to back it, but I wish you the best of luck.  Smiley
348  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 03:46:25 PM
Docs in progress.

It's absolutely unstyled at the moment, but it's going pretty well. I think it's a huge improvement.
349  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 02:29:10 PM
setentitysolid(this, 0)

The function is meant to take a boolean - try setting it to false instead. Lua is prickly and weird about casting numbers to bools and visa-versa.

Actually that reminds me, for some reason I can't use getentityglobal(player,"pos") - pos
Might be because I used entitydatasave for that variable, so I'll check on that.

Yeah, if it's entitydata instead of an Lua global then it's not gonna see it.
350  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 10:33:27 AM
Currently working on a massive upgrade to the documentation.
351  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 10:09:18 AM
EDIT2: And I fixed it by modifying the number gained from this operation after it was set but this gives me an access violation error apparently and I'm a bit confused as to why.

Reeks of an engine bug. Can you send me what you've got?
352  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 07:06:45 AM
I'm confused what the issue is. It looks like it does what it's supposed to.

Just to be sure: you know that "print" only outputs to the console/log, right? To put it on the screen you'll need to use drawstring or drawtext.
353  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 09, 2013, 06:37:16 AM
It's an entity I want to not be solid. Do both have to be set to notsolid?

Nope. Can I see where you're setting the entity to not-solid?
354  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 09:27:19 PM
Edit: Argleblarg, the stupid enemy is solid even after I use setentitysolid(this,0)

Solid only applies to collision with other entities, not with the map. (Should probably do something to make not colliding with the map ok, though.) If collision with the map is the problem maybe try using positional commands that ignore the map mask?
355  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 08:34:14 PM
See the more information I edited into the previous post. It really is not at all like entitydataread/save.
356  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 08:26:35 PM
No. Now you can do getentityglobal(player,"pos") without doing anything beforehand except declaring that global variable in the player script. (And if it hasn't been declared you just get a nil back.)

player.lua:
Code:
function initialized()
pos=10
if code==14 then code=code+2 end
end

main.lua:
Code:
function main()
print(getentityglobal(player,"pos"))
end

console/log output:
Code:
16

This *should* work even with tables.
357  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 08:20:14 PM
getentityglobal( entity_reference, global_name )
setentityglobal( entity_reference, global_name, value )

These access the global variables in the entity's Lua state. (Or the saved values if the entity's script has been deinitialized.)

additionally:

358  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 07:51:58 PM
The policy is this: shoot me a PM and you can be let in on the closed alpha. Smiley
359  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 07:33:22 PM
Quote
1.0.6a
Added "getentityglobal", and made it so that "setentityglobal" will now work even if the entity's script is currently initialized. NOTE: "setentityglobal" is pretty much untested for sake of getting the thing out, so if it doesn't work don't hurt me.
Added "getmapname" and "getmapsize".
Added support for multi-frame entity images and associated commands: "setentityimageframesize", "setentityimageframewidth", "setentityimageframeheight", "getentityimageframesize", "getentityimageframewidth", "getentityimageframeheight", "getentityimageframecount", "getentityimageframe", "setentityimageframe". Frame width and height can now be set in *.bad files inside the image node using "framewidth:" and "frameheight:", and initial frame with "frame:".
Fixed engine crashing when using "getmapwidth" or "getmapheight" on a map without an initialized mask.
Fixed engine crashing when the camera was put on a map that lacked an initialized mask. (It still terminates, but at least it tells you what's wrong.)
Fixed "setentityimage" not working with prefixes like "root:".
Fixed entity images not being defineable inside of *.bad files.
Fixed entity images not supporting transparency.
Fixed entity images not drawing if the entity did not also have a tile appearance defined.
Fixed recording saving behavior, now instead of crashing when encountering an invalid file path the engine attempts to save it elsewhere instead.
Fixed several entity movement commands returning ints instead of booleans.
Fixed the ansividplayer tool getting being stupid about video files that have a small width or height.
360  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 08, 2013, 07:28:48 PM
It is - for 1.0.5a. I'm putting the final touches on 1.0.6a at the moment and it adds some really useful functionality for inter-entity stuff like that.
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