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Messages - duanne_boy

#1
hi is there a set size to draw to, when drawing on paper.
so when scanning images in you don;t have to resize and scale them to fit
800x600

one more thing ive a wide screen laptop and when i run game in full screen at 800x600 the images get strech to wide screen and dont look right
is there anything i can do?
#2
Beginners' Technical Questions / time
Thu 14/03/2013 21:33:18
is the away i can display current time and date on the screen?
#3
Beginners' Technical Questions / text input
Thu 14/03/2013 19:08:20
hi all

is it possibe to have on screen text input like a dos system
where you have a prompt
and you could write text on the screen and when press enter i can make somthing happen.

cheers
#4
Critics' Lounge / help wanted
Wed 17/10/2012 21:02:56
was wonder if somone could help bring my char to life.
ive drawn the top half but im having trouble getting his walking to look right.

#5
i making a hd game so i want to run it at max res.
ive it set to 32 bit 1024x768 and d3d.

it not run in debug window. only in full screen with out debugger.
#6
dose anyone have any ideas on this cus im going to have to redo everything again other wise :(.
i can run 1024x786 without debugger.
just curious if i carry on and dont use the debugger.
do you think this could be a problem in the long run.

as anyone had a simler problems?
im thinking it could be a glitch with the ags program.

#7
its runing at 1366x768
but ive tryed all res and still no joy.
i set it to 800x600 under ags and it runs.
on my computer befor i had the same problem
if i ran my computer in 1024x768
it did not work so i changed it to 1280x768 and it worked
but on here its doing nothing.
im trying to run in a window also.

it will run in full screen without debug mode..
#8
hi
ive just brought a new laptop and now moved my game over to it.
but when i try and run it i now get a error message saying.

there was a problem initializing graphics mode 1024x768 (32-bit)
problem failed to create direct3d device 0x8876088c

its a brand new computer running windows 7
so ive no idea whats wrong.

p.s it will work in 800x600
#9
thanks you all for the help heres the code i have now and works great :)

function room_AfterFadeIn()
{
RemoveWalkableArea(1);
AODoor.Visible = false;
int delay = 3;
  SetBackgroundFrame(1);
  Wait(delay);
  SetBackgroundFrame(2);
  Wait(delay);
  SetBackgroundFrame(1);
  Wait(delay);
  SetBackgroundFrame(2);
  Wait(delay);
  SetBackgroundFrame(1);
  Wait(delay);
  SetBackgroundFrame(2);
  Wait(delay);
  SetBackgroundFrame(1);
  Wait(delay);
  SetBackgroundFrame(0);
  AODoor.Visible = true;
}

Cheers
#10
what im trying to do is a light effect.
so at game start the room flashes, flickers a couple a times like a fluorescent light is being turned on.

or even when a light switch is pressed on a dark room.

ive my main background with a open door.
and a object door which i make invisible when its open.

if i run the room animation with the black background the door object is visible and is not black.
if i was to make it none visible it not show the door sprite and i would get the effect.
but will then show the main background image with the door open.
which needs to be closed.
#11
the only problem with that is if i make the sprite none visible.
the room will look like it as open doors.
that is why i made a background with it closed and one with it open and one black.

they only other way i can think of solving this problem is making a new room with the closed door pic and the black background.
have them animate and then after the animation as run go to the room where the game starts





#12
hi all thanks for the info.
yes using the gamma is a bad idea.
so im trying the room animation with 3 back grounds 0 with all open doors and sprites 1 with a solid pic with closed doors and 3 which is black.
i tryed it with just 0 and 1 as the back background.
but when i ran it the sprites was showing up.
so can you animate between 1 and 2 then set it to 0 after?


im havin trouble still tho. as i cant find in the manual info about animating room frames.


#13
is there away to control the gamma
so it flickers the screen light a strobe light.

#14
hi

ok so ive added a mouse cursor to 8: usermode1.
so i can use it as a custom interaction.

but i cant work out how to get it to appear on the mouse cycle with the other 3 look, speak, and interact. when i press the right mouse button.

#15
hi
can you have a object in a room and be able to walk on it?

i have placed one in my room and when i walk the char over to it, the object ends up covering the char.

the object is like a small box that when stood on changes to another sprite image.

was thinking if i made the box image apart of the background so it can be walked on then have the sprite change when char. stands at the hot spot.
im just not sure

kind regards Duane
#16
ah i see now :)

thank you again that works fine.

just wandering where i would need to look in the manual.
if i wanted to have it follow the char insted of just moving like that.
#17
yea ive a concept in mind so im just rolling with it making things up and changing things as i go along no idea wheres it going to go but so far its working out fine. ive already done one room thats finished.
just starting on the next one now, so i think thats the route ill take for now.

and then after i will write somtehing more indepth
#18
hi.
ive a security camera sprite that sit just below the ceiling at one end of my room.
and i want it to wait at one end of the room for so many seconds before move back so its going back and fourth across scanning the room .

here is the code i have for it

function room_RepExec()
{
oSCamera.Move(1507, 357, 5, eBlock, eAnywhere);
Wait(120);
oSCamera.Move(482, 357, 5, eBlock, eAnywhere);
}

it moves back and fourth like i want it to but i get the timer watch, and nothing else works.
#19
hi again, ive been playing around with this.
and now ive a new problem.

i want to keep something moving in a room. but i notice it stops the script from running.
and stops the play from doing anything.

tryed using the noeblock command and that did not work.

is this even possible?
#20
thank you for your help.

it was that fact the object covering it was solid.

read the manual found the code and used this

oTableDoor.Visible = false;
  oTableDoor.Solid = false;

everything works like a dream
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