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Messages - Gilbert

#1201
Yeah, I just checked this in fullscreen mode under Windows 7 and the colour indeed was messed up (I didn't tested it in fullscreen mode before). However, the colours went normal after a few seconds, maybe it's because of the palette changes in the game.
#1202
LOOMTM

But that might be considered cheating for obvious reasons. :=
#1203
Whatever Wyz+ has said.

Yeah, it's not difficult to do. For example, we can do this with AGS:
#1204
Yes, locking time. :p

While SonnyBonds wasn't really clear with what he's going to do, did overreact and people seemes to support KhrisMuc, I'll warn KhrisMuc again that trying to reply politely won't hurt.
#1205
Quote from: Dualnames on Fri 29/07/2011 14:46:04
and you're not restricted to using AGS as an engine.
Did you read my reply? I highly recommend that you drop this. :P
#1206
The problem is, that the banner is random, and the OP mentioned that one of the games was KQ5, but KQ5 was not an AGS game so it must be wrong and it's not easy for us to guess which one it was.

After refreshing several times, I guess it was this one that we're referring to:


The second one from the left is possibly the AGS remake of KQ1 or 2 (i.e. not KQ5).

As I haven't played many games I wouldn't help in telling what the other games are. I just post the image for others to check and tell the answers. :=
#1207
Critics' Lounge / Re: Help with adding legs.
Wed 27/07/2011 09:57:57
I'm very okay with the legs, if that's a style.
I'm more concerned with the arms. It seems that they automagically become longer when they're bent, as reflected both in the woman and the (*ahem*) Roger pictures.
#1208
Babies are delicious, preferably with salad dressings. :9

.  <--- point
#1209
If there is some memory corruption or the like caused by the MP3 driver then this is possible. Just wild guess though.
#1210
General Discussion / Re: AGS 64 Competitions
Fri 15/07/2011 02:49:39
This is in the correct forum though (unless it is moved here before I discover it), and you don't need permission to start activities here.

However, don't post links to ROM images here. We don't want to get into troubles.
#1211
No, there is no native support for anything > ASCII #255 at the moment, so there is no simple way to do this, apart from making all the messages sprites, or making some module/plugins for this purpose.
#1212
As long as the dream wasn't wet I am okay. :=
Possibly this is something whose cause will remain mystery forever that nobody here is able to help.
#1213
That feature is actually quite stupid.
M$ possibly never expected how many mails one can ever keep.
After few years the mail folders in my office computer had more than 10K messages, and that computer was already low on resources (<100MB free space most of the time).
The problem was, I shut down the computer when I left the office, and OE occasionally forced this to happen, which took forever. I didn't want to wait for it to end (which was actually impossible, coupling with the low on space problem the process would just crash at some point) and the system was so horribly stalled that clicking 'cancel' took a looooong time to take effect.

My system has been upgraded recently and I have to use Outlook instead now (with the mail folders imported). Hopefully it won't happen again.

#1214
This is in no way related to AGS Technical, so it's moved.
#1215
I'm not sure about the reason. Maybe during pause mode the engine will force display the Wait cursor.
You may try changing the graphics of the cursor in pause mode altogether and see if that works:
Code: ags

 if(Mouse.Mode == eModeWait) {
      if (gGui3.Visible == true) mouse.ChangeModeGraphic(eModeWait, mouse.GetModeGraphic(eModeInteract)); 
      else mouse.ChangeModeGraphic(eModeWait, slot1);
  }

Where slot1 is the original graphic slot for the wait mode.
#1216
Depending on what template you started making your game from. If you're using the default game template the function should already appear in the global script, so add the codes there instead of creating a new one (it would be odd that the compiler did not complain about this though) if this is the case.

However, as you mentioned you put this in the room script originally, where do you want this to happen? If you want the behaviour for the whole game then yeah just put the codes in the function in the global script, but if you really only want it for a certain room, create that function in the room's script instead.
#1217
I'm not sure if this is the problem. Have you tried putting that in repeatedly_execute_always() instead?
I think when the game is in pause/wait mode repeatedly execute will stop running.
#1218
Can anyone tell me what this really is? I demand clear explanation and no, I wouldn't care about downloading it and trying it out.

Otherwise I won't move this to the module section.
#1219
Wrong fix! You should change it to 1991 instead.
You know, it's an OSD game...
#1220
Yeah, but even then, you can try to do the conversions as late as possible, only when it's necessary (i.e. a division is done):
Code: ags
lbExp.Text = String.Format("%d%",FloatToInt(IntToFloat(experience)/IntToFloat(level*10),eRoundNearest));
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