And pretty soon Stupot will be smothered by accessories D:
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if ((Parser.Said(character[i].Name)) && (character[i].Room == player.Room)) Add(info[i].description);
Quote from: Vince Twelve on Fri 22/07/2011 22:00:07
I'm trying to buy a house right now (with all your Resonance pre-order money) and it's really hard! Having to grow up sucks. I wish I could play Portal 2.
Here's a Resonance Screenshot
Great thread.
Quote from: Stupot+ on Fri 22/07/2011 22:13:56
Also a Johnny Depp lover, but I'm really big on Leo DiCaprio at the moment.
I don't really have a favourite actress anymore... My automatic stock answer always used to be Sandra Bullock, but I don't think that's the case any more...
Quote from: Dualnames on Fri 22/07/2011 22:25:40
-Jonathan Pryce
-Clint Eastwood
-Emma Thompson
-Franka Potente(except for Run Lola Run, that was shit imho)
Quote from: Khris on Fri 22/07/2011 03:48:22
Btw, who's Grendelwald? The name sounds vaguely familiar but I can't quite put my finger on it.
//string command is what the player types in
if (Parser.Said("look rol"))
{
int c = 0;
String s = command.Substring(5, command.Length-5); // Take off the 'look' and space
while (c <= Game.CharacterCount) {
if ((s.IndexOf(character[c].Name) != -1) && (character[c].Room == player.Room)) Add(info[character[c].ID].description);
c++;
}
}
Quote from: dbuske on Mon 18/07/2011 14:46:26
DoOnceOnly does not work. Documentation says it is not meant for that.
if (Game.DoOnceOnly("start dialog")) {
dDialog1.Start();
}
Quote from: Ghost on Sat 16/07/2011 18:46:35and even though the "fueled only by coffee" thing becomes a challenge
Quote from: Victor6 on Sun 17/07/2011 12:37:45Quote from: Ghost on Sat 16/07/2011 18:46:35
I am in, too. Screenie tomorrow!
Ditto the above.
Quote from: monkE3y_05_06 on Mon 18/07/2011 12:00:01There is probably decent reasoning to suggest that you probably shouldn't name a String variable "Height" as that's likely to cause confusion, but hey, it's your code!
Character *AGSCharacter;
player.Age = 26;
cEgo.Height = "Six foot four";
etc
float percentage = (IntToFloat(experience)/(IntToFloat(level)*1000.0))*100.0;
lbExp.Text = String.Format("%d%", FloatToInt(percentage, eRoundNearest));
// repeatedly_execute_always
expslider.Max = level*1000; //level x 1000 is the experience to get in every level
expslider.Value = experience;
if (level*1000 <= experience) { //the player has enough experience to level up
level++;
int difference = level*1000 - experience;
experience = 0 + difference; //any surplus experience is carried on to the next level
}
Quote from: TheRoger on Thu 30/06/2011 19:35:00
You're not the only one getting speaker bug, though it doesn't occurs to me, don't know how to fix it, I'll try to add re-add sprites for speaker and inventory.
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