Started by Crimson Wizard, 25 Mar 2021, 02:28
Quote from: Gilbert on 04 Jul 2021, 03:56I'm not familiar with these kind of stuff, but my question is, does it matter which version of the dll the user have?
Quote from: Gilbert on 04 Jul 2021, 03:56Or, at least advise people to include the file when they distribute their games
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Quote from: Crimson Wizard on 04 Jul 2021, 04:16If we have it as DLL we will definitely include it with Editor's distribution, there's no question about that.
Quote from: Crimson Wizard on 04 Jul 2021, 02:51This new version currently links SDL2 library dynamically, so you have to additionally have SDL2.dll.Is this a big deal for people?
QuoteI compiled 184.108.40.206 on my Mac from source
Quote from: eri0o on 06 Jul 2021, 11:15How do you do it? CMake is wired to do full static library compilation. It doesn't depend on anything, you can check with ldd on command line.
QuoteMy game works probably because I have SDL2 installed on my MacBook
Quote from: eri0o on 06 Jul 2021, 13:21So if you are referring to a binary you built on MacOS, SDL2 is already inside the binary. It should work as long the standard C libraries are compatible across machines.
QuoteAh ok, I get it now. I thought the SDL2 was not in the binary, because I read for the windows version the DLL should be zipped together with the exe. Or am I wrong?
Quote from: Manu on 06 Jul 2021, 09:40I compiled 220.127.116.11 on my Mac from source code (followed the guide I posted some days ago in the Mac thread). My game works perfectly. The only problem that I found is that in windowed mode, there's no way to open the game with the window enlarged. The game always opens in a small window 320x200 in the center of the screen.
DrawingSurface.DrawImage(int x, int y, int spriteSlot, optional int transparency, optional int width, optional int height, optional int cut_x, optional int cut_y, optional int cut_width, optional int cut_height);
Quote* positive value means a key code;* negative value means a -(mouse code);* 0 means timeout or interrupt with a script command.
Quote from: Crimson Wizard on 15 Jul 2021, 01:02 - WaitMouse(): complements other Wait* functions. - SkipWait(): skips current Wait (will normally only work from repeatedly_execute_always callback). - All the Wait* functions now accept "0" as "no timeout", in which case waiting may only be interrupted using SkipWait.
Quote from: Laura Hunt on 15 Jul 2021, 10:13Is -1 still a valid parameter for Wait* functions?
Quote from: Crimson Wizard on 15 Jul 2021, 10:24Quote from: Laura Hunt on 15 Jul 2021, 10:13Is -1 still a valid parameter for Wait* functions?What is -1 ? I tried in AGS 3.5.1 and passing anything negative results in error.
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