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Messages - AndersM

#61
I hope that you script-nerds... Eee, I mean script-knowers :-X can help me with this:



This is my code:

function room_a() {
Ã,  // script for room: Player enters screen (before fadein)
SetTimer(1,1000);
IsTimerExpired(1)==1;
{DisplayMessage (9);}
}

with 40 cycles per second, it would take 25 seconds before the message is displayed, but it displays directly when the player enters the room.

I tried

function room_a() {
Ã,  // script for room: Player enters screen (before fadein)
SetTimer(1,1000);
If (IsTimerExpired(1)==1
{DisplayMessage (9);}
}

But it returned the message 'unidentified token If' or something like that.


What am I doing wrong?

And then some questions about timer: I beleave that the timer is supposed to be a 'you got five minutes to solve this mission' thing, that counts down not depending of what room you are in, right? But in this case, I want the timer to stop if the player leaves the room before timeout, and be re-set if he enters again.

Suggestions?


#62
Critics' Lounge / Re: Shaman's hut
Tue 26/10/2004 08:22:25
looks better after the update, now you can see that it's a hut.  As you sugest by yourselve, the  I think that it would look best if the gras changes 'perspective' as it reaches the middle  of the wall. And the refridgerator should have more rounded edges, I think.
#63
John (the hero) enters a room. When he's entered the room, Doc (another
character) is going to start talking to him, but I want Doc to wait untill John have
been in the room for 5 seconds before he starts talking. If I use WAIT the entire
game is 'paused'. for those five seconds, so my question is what other commands
is there that I can use?
#64
Adventure Related Talk & Chat / English check
Sun 24/10/2004 19:22:42
If i would make an translation-txt file, would any of you guys 'n' gals
(with english as native language) bother to read it and correct my bad
spelling and grammar?

Since english isn't my native language I'm not sure that it's correctly spelld
and 'grammartized' in all situations, and I'd like it to be perfect...

#65
Critics' Lounge / Re: C&C on Titlescreen
Sat 23/10/2004 13:44:00
The doors on the hangars and the top of the controll-tower are WAY to big according to the windows on the houses: The 2-stories house to the right of the helipad-house have the same height in total as the windows on the tower alone,  but thts my humble opinion. And the hangar to the left lays too close to the runway, otherwise it looks good it gives me a little simcity-feeling.
#66
How do I make a personal savegame-, restoregame- and 
'Do you realy want to quit'-window? 

How do I ad other options, like a Restart-button?

I cant find that in the manual since i don't know what
those option-windows realy are called...
#67
Advanced Technical Forum / if-script problem
Fri 22/10/2004 19:34:23
I think this should work, but it does not...

// script for object1: Interact object
if (CharacterView == 26) {
  ChangeCharacterView(28);
}
else {
  ChangeCharacterView(13);
}

Am I totaly lost, or am I on the right track?
#68
That did it. Thanx.
#69
Critics' Lounge / Re: which cross? et al.
Thu 21/10/2004 17:53:46
If its a medi-evil (medieval) church you want, you probably shoud make it look more medieval. Your church looks more like an late 1800 early 1900 church, especially since there where no clocks on medieval churchtowers (No tick-tock-showing-time-clocks, that is). The onion-shaped dome makes it look russian, but the domes 'waist' looksÃ,  too narrow for me.

Pictures of the st mary church, Helsingborg Sweden, built and re-built over and over again between 1100 and 1300-something.

http://www.precendo.se/pics/mariakyrkan/mar1_e.html




#70
Here's my problem:

When interacting with the door, The character (JOHN)
is supposed to go to the door, the door door will open,
John will go trough it, it will close behind him,
and then the character will go to the other room. This
doesn't hapen. He goes to the other room directly. Help?

function object0_b() {
  // script for object0: Interact object
MoveCharacter(JOHN,45,119);
AnimateObject(0,0,0,0);
RestoreWalkableArea(2); 
MoveCharacter(JOHN,31,120);
AnimateObject(0,1,0,0);
NewRoomEx(3,100,120);
}
#71
Advanced Technical Forum / Re: Textbox trouble
Sun 26/09/2004 18:41:36
I'm using the Interaction editor and then display global message, and This extra line occures in all textboxes...
#72
Critics' Lounge / Re: Thumb issue...
Fri 24/09/2004 21:35:09


It will look something like this, I think....
#73
Advanced Technical Forum / Textbox trouble
Fri 24/09/2004 21:15:40


Why is there an extra white row underneath my text?
I've checked eight times for an accidental row-break, but there is none.
All my textboxes got this extra white row at the bottom.

Why, oh why?
#74
Critics' Lounge / Re: future noir illustration
Fri 24/09/2004 20:17:38
very good work, but somehow the brown colour looks too cheerfull to bee 'noir' to me...
#75
Critics' Lounge / Thumb issue...
Fri 24/09/2004 20:15:58
Ok, this is an early scetch of a hand doing a 'thumbs up', shown from the 'owners' point of view. I'm planning of using it In a cutscene in my game, the thumb is going to press an thump-print-id-access-lock-thing, but does it look like a hand to you? I think that somethings looks a little odd, but i cant put my finger on what...

#76
Critics' Lounge / Re: Hellport Docks
Mon 06/09/2004 09:47:27
Just a thing that struck my mind: It looks like the houses stands on the wooden dock, and this would be very unrealistic. you might ad a paved/stoned road och something beween the houses and the dock, that shows that the houses stands on 'terra firma' (solid ground) 
#77



What's the name of that game?

#78
Critics' Lounge / Re: Ship background, inside
Fri 27/08/2004 09:32:33
When you say ship, do you mean spaceship or 'watership' ?
#79
Critics' Lounge / Re: Hellport Docks
Fri 27/08/2004 09:07:24
That 'docks' sign looks like it's at the wrong place, since it's
standing on the edge of the dock. The sign should stand on
the screen to the left of this one, where you can't se the docks,
and say 'To the docks' och just 'Docks' and an arrow. Now it
gives me a feeling ofÃ,  "Oh, what is this big water-filled basin with
a framework of wood aroud it? There's a sign.. Oh, it's a dock..."

If you see what I mean...

And I think you should change the name of the tavern to "Whore 'n' Sailor"
That's a more suitable name for a bar in a harbour...
#80
General Discussion / Re: Athens 2004
Mon 23/08/2004 07:47:30
Quote from: Las Naranjas on Sun 22/08/2004 22:37:46
dulce et decorum est, pro patri mori

Translation for those un-educated bastards who don't know latin:
It's sweet and honourable to die for your 'fatherland'
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