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Messages - Da_Elf

#161
General Discussion / Re: Cricket
Fri 23/03/2007 02:17:54
thats what i call a good start
#162
General Discussion / Re: Countdown
Thu 22/03/2007 05:04:19
saw the topic and thought of all the things i have a count down for.
like the release of my game hehehe
but on the top of my list is the release of the last potter bok
#163
General Discussion / Re: Cricket
Thu 22/03/2007 05:01:30
whats up with the irish guy who was killed sheesh. people are taking their sport a little too serious
#164
Quote from: Rui "Trovatore" Pires on Wed 21/03/2007 13:37:06
A red cross? It's original, I'll give you that.

are you still having trouble seeing mine? im wondering if my sites working properly
#165
well reason I'm trying this way is because in these rooms where the flashlight will be used there will be no manual scaling, only room scaling. so since I'm using the one where the flashlight (flameing torch) is lighting around the character then where he goes it follows and i need it to scale along with him. once i got it working then i was going to add an extra equation to have the light at the right pixel scale to room scale ratio.

basically I'm trying to simplify this entire thing to something my brain can handle hehe
ive got this code to work now.
Code: ags
#sectionstart room_fÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_f() {
Ã,  // script for Room: Player enters room (before fadein)
Cacosing(1, 274, 265);
Ã,  Flashlight.Enabled = true;
	Flashlight.FollowCharacter(cEgo);Ã,  Ã, 
}
#sectionend room_fÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_gÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_g() {
Ã,  // script for Room: Repeatedly execute
Flashlight.Radius = IntToFloat(GetScalingAt(player.x, player.y));
}
#sectionend room_gÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#166
im still having fun coloring it bit by bit hehehe
#167
The flashing doesnt have anything to do with the fading, it had to do with entering a room when flashlight was turned on in another room. the problem with the fading is a totally different problem. while AGS executes the fade on the room you can see the entire room properly. When its fully faded in then the flashlight effect is added hiding the background. even though i have turned on the flashlight in the "before fadein" area of the room script.

as for the % thing it works in the area where i used it for the displaying the amount of money. however when i tried to use the % to convert fload and int it didnt work
example: Flashlight.Radius = %d (GetScalingAt(player.x, player.y));

i can kinda see where your going with your code but why cant it simply be something to find out what the scaling is where the characters possition is and apply that to the .Radius
#168
ummm. i hope the ho ho ho was meaning this was a joke since those are real MI games, not fangames. im a huuuuge fan of CMI
#170
here is my try i wish i had the time to paint the whole thing. But work caught up with me and told me i didnt have the time

#171
im waiting to see what MITLY is going to be like
#172
oook. i think i have a solution to my flashing problem. it seemed the flashing starts when i change the room but in the first room its fine. therefore i setup a flashlight variable to let me know if the light is on or off so in the rooms which are supposed to be dark it checks the variable to see if its on. when my character leaves the room i turn off the flashlight but dont change the variable. then on entering the new room i check the variable, see the lights supposed to be on, so i then turn on the light. so in the new room i cant walk into it with the script already working it seems. this work around seems to be fine however the other problem i face which isnt too much of a problem is that i use the script in the "when player enters room before fade in" seems the dynamic sprite doesnt work with fade ins. the room fades in (letting the player see the layout) then it applies the black. like i said, easily fixed by not using fade ins.

EDIT

ok. I'm now trying to add my own piece of code to take care of the scaling issue by using
Flashlight.Radius = (GetScalingAt(player.x, player.y));
now researching how to get a int from a float

EDIT

hmmm. ive used in the past

Display("you have %d senturii", GetGraphicalVariable("getmoney"));

this was all i could find about it in the help file and the wiki but the %d thing doesnt seem to work

EDIT (captians log stardate blah blah blah)

none of the % things seem to be right sigh im just stupid i guess hehe
#173
General Discussion / Re: Summer Festivals
Mon 19/03/2007 23:03:23
our local summer festival is called "crop over" which is alot of partying
#174
ever tried something like symphonic orchestra by steinberg? anyone got a good sugestion for a really good orchestral sample pack that has good strings as well as good brass
#175
General Discussion / Re: Cricket
Mon 19/03/2007 22:18:37
Anyone get the final score for today? last i saw it was 46 runs needed for 65balls or something like that
#176
i agree with tuomas, its a very tough thing to make a fangame to something as awsome as MI
#177
General Discussion / Re: Cricket
Mon 19/03/2007 18:22:58
i would hate to be a Pakistani cricket player returning home right now.
#178
General Discussion / Re: Cricket
Sun 18/03/2007 12:43:15
i guess all the irish were just in too good a spirits cuz of st patricks day (which im sure they started celebrating last week and will celibrate till next week)
#179
come on animators, give them a hand. i want to play this game
#180
actually since there is a 5 frame loop for AGS i dont see why batteling characters is against the rules. they can easily be part of the background to save on character sprites in the game
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