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Messages - Alynn

#641
Hints & Tips / Re:help on flashbax
Sun 28/12/2003 04:19:51
Spoiler
if you no longer have the toilet paper i'm assuming you already stuck it in the sink... have you turned the sink on?
Spoiler
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#642
General Discussion / BEST JOKE EVER!!!!
Thu 25/12/2003 04:04:13
LOLOLOLOLOL open AGSEDIT on December 25th

Be merry... cuz im LMFAO.

CJ a hell of a funny guy :)
#643
Advanced Technical Forum / Re:Midi lag
Thu 25/12/2003 03:55:19
in addition... there is major lag in the engine and the midi's when I'm using dialogs, and anytime the default load/save/quit popups come up...

Could my midi's be causing this? They are origionals by me, made in anvil studio... I'm getting frustrated. Please can anyone help. I even tried playing the game stand alone (not test mode) and it still lagged...

I'm at the end of my rope... I'm going to cry...

Actually if anyone can give me a few more games that use midi's for their music could they let me know. Thanks.
#644
Well I changed all the uses of F_(direction) with the actual numbers and it worked fine... So I'm thinking there is something wrong with #define... can anyone shed some light on that?


NM I just changed the #defines in the header to int so they have actual int values, it all works properly now
#645
Advanced Technical Forum / Re:Midi lag
Wed 24/12/2003 16:31:24
Just doing a new post incase someone looked before I could report back...

I didn't notice it at all in 5days... maybe its just my game....

Has anyone else had this problem before?
#646
Code: ags
function FaceDirection(int ch, int d) {
  if (d == F_UP){ //line number 21
    FaceLocation(ch, character[ch].x, character[ch].y-10);
  }
  else if (d == F_LEFT){
    FaceLocation(ch, character[ch].x - 10, character[ch].y);
  }
  else if (d == F_DOWN){
    FaceLocation(ch, character[ch].x, character[ch].y+10);
  }
  else if (d == F_RIGHT){
    FaceLocation(ch, character[ch].x + 10, character[ch].y);
  }
}


all the F_ vars are defined in the header

#define F_UP 0;
#define F_LEFT 1;
#define F_DOWN 2;
#define F_RIGHT 3;

//import function FaceDirection(int ch, int d);

I tried to use the import in the script header but it didnt work so i commented it out. Anyway...

When I try to save it I get the following error:

Error (Line 21) : Parse Error in expr near '0'

my brain isnt working or something...

Thanks,
#647
Advanced Technical Forum / Re:Midi lag
Wed 24/12/2003 15:59:59
I havent used any games on my home computer I only download them at work... I'll dl 5 days a stranger and see if it does it there too...

hrm... odd... I did that  with the escape char and it didnt work before... unless I did a forward slash twice...

Need..... more ....... coffee........
#648
Advanced Technical Forum / Midi lag
Wed 24/12/2003 14:44:29
All of my music is midi, and it plays and does everything it is supposed to with no problems, except when Display or DisplayMessage is used, then you can here a difinate lag in the midis.

I'm running 2.6 on a P4 2GHz, at 16-bit color 320X240, I even double checked and removed all the old plugins I was thinking about using (Snowrain and flashlight) and it still lags.

The room itself has 16 hotspots 3 and 3 objects.

Maybe I just have too much in the room (although in other rooms I notice the lag there too which has much less).

Thanks.


PS In addition, what the hell is the escape character to use quotes in a string? I used any and everything I have ever used in coding and nothing worked, I RTFM and didn't find it either (may have been looking in the wrong place). Anyway thanks again.
#649
Well I finally watched it last night, so now with the film trilogy planted firmly under my belt, and the loose fitting garb of the trilogy read for the first time over 16 years ago I have to say this....

Nitpicking and everything put aside, this was a well made movie (and trilogy).

For those that had a hard time with the books, the movies could make some things more clear to them, for those that havent read it at all, they may be inspired to read the books. For others, it was just another movie in a sea of movies.

Personally, I read the books, I remembered the major plot points characters, and the like. I remembered how I envisioned the world. It was great. However, when I finally got to see it on film, that world was so much better to me. No, this is not an insight to my imagination, but ...

Spoiler
When the swarms of the ghost armies overran the battle field, and at one point in the movie where they swarmed over the elephant beasts taking them down I acutally said out loud Holy Shit
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I just never saw it like that, at the time of being 10 years old and reading the books, the image I percieved was grand, but watching it last night seemed epic to me.

When I go to the movies, I don't go looking for impurities, bad cuts, cg elements badly placed, looking for those things means you missed the movie (like staring at a forest for one sickly elm tree and missing the 500 year old redwoods towering above it). The only place where it poped out at me was legolas and the "trunk surfing" but it was forgotten when the smartass dwarf has his one thing to say about that... (LOL)

Jackson kept the parts that needed to be kept and removed those that werent as important, he did the best he could to keep the spirit of the story, while keeping it easy enough for the most ignorant of middle earth to comprehend....

In the end... Just like i still watch the starwars trilogy today I will be watching the LotR trilogy in 2033.


Ok, somebody needs to make the Hobbit now...
#650
Before you move the GUI check if its X or Y coord is greater than the room with or room with or height if it is then place it  elsewhere:

PsudoCode:
int guiposx = mouse.x+10;
int guiposy = mouse.y+10;
if (guiposx > RoomHeight) {
 if (guiposy > RoomWidth) {
   guiposx = mouse.x-10;
   guiposy = mouse.y-10;
 }
 else {
   guiposx = mouse.x-10;
 }
else if (guiposy > RoomWidth) {
 guiposy = mouse.y-10;
}
SetGUIPosition(HOVERTEXT, guiposx, guiposy);

See how that works for you. You only need to check if its greater than if you are using the example someone showed you earlier because it will never be less than 0, 0 because you are doing a +10 to both
#651
Doh... I keep forgetting about my other website :(

Here is the link....

Thanks for the help :)

Bah I'm not stupid you are :P
#652
Here's the link

This may have something to do with GraphicsGale, but I dont know for sure.

EDIT:

Oddly enough when I uploaded it it set it as a 24bit bitmap... odd...
#653
Dont have pcx saving, but I saved it as a png and it went in fine.... Hrm... maybe CJ should have a look at that :)
#654
I'mma using the 2.6 I've already changed my palete (even started a new game and changed the pallete) Anytime I try to import my 32 bit rooms it gives me an error That I need to check the filename or bit depth (must be an 8 or 16 bit image)

could someone shed some light on this?
#655
Horray... I kept looking just couldnt figure that one out...

*Warning memory capacity is full*

Time to make more room, lets see, wife's birthday and aniversery date, I dont need those...

* Alynn Shift+Del's
#656
Ok, I have to have this option turned on for a few special movements (like when the character walks from the first to the second floor in my first room). Walking is accomplished with this script
Code: ags
if (GetCursorMode()==0){
      MoveCharacter(0, mouse.x, mouse.y);
    }
    else {
      ProcessClick(mouse.x, mouse.y, GetCursorMode());
    }


This works except for my scrolling rooms, which he will only walk so far into the screen (im assuming at 240 pixels) is there a way to turn that off for some rooms, or anyone know of a better work around than what I am using?

Thanks.
#657
Heh wonderboy... I loved those games.... and now Tenacious D

"WONDERBOY... WHAT IS THE SECRET TO YOUR POWER?"

Erm.... wow, I'm glad y'all like em though now I dont feel so apprehensive about moving onward with it, and now that  2.6 is released, I can actually import them into the game :)

HORRAY!!
#658
from what I can tell it looks correct, but if you want to be certain they are the same size take the horizontal line of the front facing door and extend it to the connecting wall, any line that intersects where those two lines connect and the vanishing point will be perspectively the same size...

hope that helps :)
#659
I dont know what it is... but something about God being the TV makes me laugh loud as hell, my wife came over to see what was so funny, and didn't get it at all.


Oh... I like it, definately see the influence behind the art :)
#660
Hints & Tips / Re:Odyssius Kent
Thu 18/12/2003 19:51:14
Spoiler
Ok finally got the blowup doll, put the dress on it so on and so forth... been trying to find the guys kees that opens the one apartment, but no luck so far... could use another nudge...
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