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Messages - SebH

#1
After an attempt at robbing East Corduroy's largest bank goes horribly awry, small-time criminals Martin and Sally find themselves broke and 98% homeless. To restore their house to its former glory, they're going to need a lot of money. And now there's no bank left to rob, where will they get their money from?



Witness creative people being creative!


Stare into the horrifying abyss of an unclean fridge!


Establish the differences between large metal containers and nuclear weaponry!

FEATURES:
-- Guide Martin and Sally through a strange and unforgiving world of weirdos, crooks, creeps, freaks, sleazy TV hosts, and performance artists, amongst others!
-- Use Martin and Sally's natural cunning, good looks, and unwavering belief in themselves to possibly come out triumphant in the end!
-- Get torn to ribbons by a grizzly bear if you're unlucky!
-- Get not torn to ribbons by a grizzly bear if you're lucky!
-- Steal things!
-- And much more besides!

PRICE:
tbd

RELEASE DATE:
tbd
#2
That solved it, Khris. I've got my characters walking and talking perfectly now. Thanks for the help! And thanks to Dave Gilbert as well for the dummy head suggestion. I couldn't have done it without both of you.
#3
I've managed to get a character's head following his body all right with the FollowCharacter command, but the head always faces forwards, even if the body is facing a different direction. How could this be fixed?
#4
Snapping a seperate head to a body sounds like it could be the solution, but I haven't managed to make the head follow the body so far. Is there something simple I'm overlooking?
#5
The links for the background speech module are down. Any other ones available?
#6
I've been working on my project for a while now (special thanks to Khris for solving my problem with having different characters speak in a different font), and I've come across another problem which I haven't been able to surmount -- I need to make it so that characters (mostly just the player character) can talk and walk at the same time, like in the LucasArts point-and-clicks. Using SayBackground doesn't work, as the characters don't play their speaking animations, and the Queued Speech module won't let the player character move while speaking. So, what can be done about it?

Again, any help would be much appreciated.
#7
Is there a way to make it so that each character can speak in a different font? I'm using a Sprite Font plugin, and at the moment, every character's speech is plain white, and I was thinking that if I could set up multiple sprite fonts of different colours for each character, and have the characters speak in those, that would fix it, but this wouldn't work unless each character could speak in their own font. So is there a way to have everyone speak their own font?

Any help would be much appreciated.
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