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Messages - DoorKnobHandle

#2161
Critics' Lounge / Re: New Room
Thu 03/03/2005 20:01:44
ah... now thats something to start with! not bad, much better than ripping monkey island graphics, isn't it..?

I kinda like the thick outlines actually, it adds to your personal style.

Check how "deep" the cupboard goes to the left. Make it shorter.

Then add details, shading and of course something behind that window...

Also check the proportions of your door. It has to be higher and thinner in my opinion... But see for yourself...

Oh and you may consider making that tarpet a little smaller, since there are not many tarpets out there as big as the whole room...
#2162
oh and by the way...

Quote
(4) Dont use any "smileys" or "faces" as you call them these are
     delicate tools of the writer traid and should not be taken
     likely as there were many hard working intellectuals working
     on them. You will reveal your poser identity!

look at your last post...

Quote
accept me or reject me

you are just rejecting yourself. think about it...
#2163
Critics' Lounge / Re: Stan`s Shop
Thu 03/03/2005 19:12:08
omg, this is getting hilarious...
#2164
I wrote the function "init_game" myself. The room script is 2000 lines big in total. But the function is getting called correctly, since other commands get executed in this "init_game" function.

I call it after the GUI is turned off and the GUI is non-modal anyways...

Must be something else...
#2165
Ok, again... :)

So, the standard sprite of my room 1 is the main menu background. We have a gui there and it has a button - the "new game"-button. If we click this button, we start a new game (woo, I know) and the gui is turned off and a function called "init_game ( )" is called. In this function I call "SetBackgroundFrame ( int frame )" to change the background to one of my animated extra frames, since those contain game backgrounds...

Everything gets called correctly. I double-checked it!
#2166
I have one room, which is usually a main menu background.

Then when the user starts the game, it changes the background using this piece of code:

Code: ags

SetBackgroundFrame ( 2 );


I tried it with different values.
I have three animated frames plus the one we're starting with ( main menu )...

That's everything. I really can't see anything wrong at all... Well, that's why I posted :) :( ...
#2167
It works then! It also works with the preview room feature!

It's still puzzling me...
#2168
Hey,

I have a room with animating frames. Now, when I add those frames, the small preview pictures in the "Add Animating Frame" Dialog Box are black, not how they are supposed to be (My room is 1600x1200, does that have to do anything? My pictures are in the proper colour depth etc...)

When I use SetBackgroundFrame in my script nothing happens. I know I use the command right and everything...

Can anybody help me? What does it mean when those preview things just turn black???
#2169
Ok, thank you for the reply.

I have another question:

How is it possible to create a self-made var in a self-made struct?
Something like this:

Code: ags

struct structY
{
   int a;
   int b;
};

struct structX
{
   int c;
   int d;
   structY e;
};

structX F;


Do you get what I mean?

It would allow you to do something like this:

Code: ags

F.e.a


It returns an error for me!
#2170
Hey,

my brief question:

Is it possible to have a health variable and to add it to the character[] struct? That would be really useful because right now you'd have to declare a new struct (for example "person") and then have person.health but if you want to check the x or y coordinate of the same person you'd have to use character.x or .y! a possibility to create a new character.health var would be great!
#2171
It would be alot easier to use this then:

Code: ags

if (character[FRA].walking == 0)
{
   MoveCharacter (FRA, 163, 210);
   DisplaySpeech (...);
   MoveCharacterPath (FRA, 229, 219);
   DisplaySpeech (...);
   MoveCharacterPath (FRA, 167, 234);
   DisplaySpeech (...);
   MoveCharacterPath (FRA, 167, 216);
   DisplaySpeech (...);
   MoveCharacterPath (FRA, 121, 207);
   DisplaySpeech (...);
   MoveCharacterPath (FRA, 121, 236);
   DisplaySpeech (...);
}
#2172
General Discussion / Re: So I'm 16 TODAY
Mon 28/02/2005 18:06:19
Ehm... No, here in Germany alcohol and cigarettes are 16+!

Sorry to be a smartass, but... Man, I love it!
#2173
General Discussion / Re: So I'm 16 tommorow...
Sun 27/02/2005 18:20:39
:) if you'd live in the right country, you could drink and smoke and everything by now...

well, who says you can't have fun with scissors...?
#2174
the guy who wrote that second thing should be hanged... old stuff rocks! old music rocks, old games rock, old clothes rock! its the same with everything!
#2175
Advanced Technical Forum / Re: MIDI problem
Sat 26/02/2005 19:49:45
Sorry, I can't completely help you...

...but...

...where do you live that you have an upcoming holiday?

(To give this post a little sense) You have to name the midi files "MUSIC0.MID". I don't know why it shouldnt work. Is the midi file valid? Can you listen to it using a different player like winamp or windows media player? Do you have the volume turned up?
#2176
And do you execute the PlaySound function anywhere in your script?
#2177
Beginners' Technical Questions / Re: Enemies
Sat 26/02/2005 19:34:11
:) Hey, I am working on a real time strategy game... it is possible to do this real time stuff in ags but it requires a really high scripting skill...
#2178
A different approach to your problem would be this:

You add a counter variable, a player_inwater and a player_air variable to your script file...
Code: ags

int counter = 0;
int player_inwater = 0;
int player_air = 100;


Then if the player is in the room with the water, you set player_inwater to 1.
Code: ags

player_inwater = 1;


If the player is not in that room, you set it to 0.
Code: ags

player_inwater = 0;


And in your rep_execute function you add the counter, which executes commands only every 100th game cycle:
Code: ags

if (player_inwater == 1)
{
   if (counter < 99)
Ã,  Ã,    counter++;
   else
   {
Ã,  Ã,    player_air--;
Ã,  Ã,    counter = 0;
   }
}


That's about it, I think. I wrote this off the top of my head, so I may have made a mistake, although I read it after writing to check.

This approach decrements the air the player has every 100th game cycle...

I personally like this way more than using dirty timers...
#2179
It might be alot easier for you to just copy&paste the parts out of your script file, that have to do something with your problem and put those lines here using the [ CODE ] and [ /CODE ] tags (without the spaces)...
#2180
Don't worry, the font is not final yet.

Troopers now uses a very cool weather system, that features rain and snow (maybe even more weather features in the future)...

Here's a rainy screenshot:


Here you can see the new weather system and the new designed turrets.


UPDATE on 02-27-05:

- Attack code added!
- Second soundtrack added!
- Code improvement!
- Speed improvement!
- Logo Video added!
- Intro Video added!
- Sounds (Ambience- and Action-Sounds) added!
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