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Messages - Gilbert

#1581
Quote from: Ben304 on Wed 07/07/2010 10:24:26
enormous beard
As he is holding a number plate you'll expect that he HAS to give up the beard unwillingly anyway.

He probably photoshopped it to remove the beard for job-seeking and the like. This is the unaltered, original version of the photo:
#1582
You are not putting the blocks of codes in braces correctly.

function ifullwine_UseInv()
{
  if (cJon.ActiveInventory==iTorncurtain) {
    cJon.LoseInventory(iTorncurtain);
    cJon.LoseInventory(ifullwine);
    cJon.AddInventory(iwinebomb);
  }
}
#1583
if (IsTimerExpired(1)) player.ChangeRoom(player.Room+1) ;
#1584
Quote from: shayavr on Tue 06/07/2010 06:49:07
Concept
First person view. Inspired by the classic "heart of China".
I think that's quite obvious, as shown in your screenshots. That means, it's a good thing. :D

The dialogue text of the taxi driver is quite ugly though (and, it's broken). If possible, I'd recommend rendering it with a real font, like the other symbols (if you're stuffing some basic characters into a 128/256 slot SCI/TTF font you can still say tyoe the required characters with a proper font on say M$Pain and copy them pixel by pixel).
#1585
How large is this game? Can you put a mirror hosted somewhere else? Megaupload banned many places (including here) for a while already, so I couldn't get it.
#1586
If you need to do arithmetic operations with floating point numbers, convert ALL the numbers to floating point numbers first and change the result back to an integer AT THE END (if required).

Things like "int/FloatToInt(1.188888888889)" never works as this is merely translated to "int/1".

i.e. something like:
Code: ags

float GP = IntToFloat(Game.SpriteHeight[frame.Graphic])/1.1888888888888888888888888888889;

or
Code: ags

int GP = FloatToInt(IntToFloat(Game.SpriteHeight[frame.Graphic])/1.1888888888888888888888888888889);

depending on whether you want the result to be an integer or a floating point number.

About the ViewFrame problem, no, it won't get the scaling factor in this way. You need
to check cEgo.Scaling to see whether the character is scaled at a particular instant in the game.
#1587
I've tested the file with 7-zip and it didn't report any error.

But then I spent 12 hours to download it (no, I'm not kidding  :P), it gotta be good, or else...
#1588
This thread may have some, but it's an old thread and is not updated often, so expect some broken links there (and the spammy 2dadventure.com popups).
#1589
Quote from: anime2019master on Wed 30/06/2010 05:17:20
My question is, how do I subtract the value of int 7 from int 1? like wise with int 6 from int 5.
Is there a line of script to take the value of one int from another? The only thing I can come up with is this:
Something like:
Code: ags
SetGlobalInt(1, GetGlobalInt(1)-GetGlobalInt(7));


QuoteWhile I already know that will work, It will take alot of typing in the long run. Is there another way?
Not if you are still using GlobalInts. Instead you may use the more preferred import-export method or the Global Variable pane that was suggested in your other thread.
#1590
Yes. Just chain else ifs if you have many conditions. Like:
Code: ags

if (a==0) do this;
else if (a==1) do that;
else if (a==2) do more;
else if (a==3) do less;
...
#1591
I just meant you try to change ran to some other name and try again, i.e. something like:
Code: ags

int blah=Random(2);
if (blah==0) cEgo.ChangeRoom(1);
else if (blah==1) cEgo.ChangeRoom(2);
else cEgo.ChangeRoom(3);

#1592
Hmmm. Have you tried using a variable with a different name? Maybe ran is defined elsewhere?
I'm not quite sure as the codes seem fine. It's worth checking the above problems though.
#1593
Haha SpacePaw, do you know how that fairy ends up as?
Spoiler
The oversized Sprite Jam trophy that I gave to the winners in rounds I hosted. Like this.
[close]

Quote from: Monsieur OUXX on Mon 28/06/2010 09:07:06
(If you can't see the animation, then blame your security settings or your web browser or the Soviets).

Too bad the bubbles aren't animated. ;)
#1594
Critics' Lounge / Re: how are these?
Mon 28/06/2010 08:50:55
I think they're quite good already. They need colours though.

One thing that may be a problem is their dimensions. It depends on whether you'd going to use them at exactly these resolutions in your game. For example, in the first few sketches they're not wide enough for the typical 320 horizontal resolution, unless you're going to fill in the emptiness when you colour and touch up them, or have part of the screen covered by a vertical GUI or something. Also, in the second last panoramic sketch, say, the height is a bit too tall for a typical 240 vertical resolution. Slight scrolling in-game may make the screen appear bopping up and down (unless that is an intended effect, or you'll trim down the background at the end). (I see the other "larger" backgrounds okay as I expect that you might just trim them off the empty space at the edges to match the screen resolution at the end.)
#1595
For the sake of poor kittehs, don't. :P

Don't even think of digging up threads from the pre-Ezboard era.
#1596
That game is too old. You may try DOSBOX or Virtualisation but there is no promise on whether it can work.
#1597
I use Edge (sorry for those who cannot read Japanese). The 1.X branch is free and full featured but the 2.X branch (and those mobile versions) are commercial.
Spoiler

I actually have resource hacked V1.28 to English. I did this primarily because I wanted to get rid of the gibberish text when I used it on non-Japanese Windows. This was before I discovered Applocale, and thus I didn't do this any more for the newer versions. PM me if anyone is interested.
[close]
#1598
You can also look here for more tools.

Note that some(many?) of the SFC games have compressed graphic data, so getting them from a savestate (as illustrated in the article Leon pointed to) is one easy way, as the tiles are already decompressed in memory when you're playing a game.

Edit: BTW, why is this thread not in the General forum? :P
#1599
Critics' Lounge / Re: new background 2/5
Thu 24/06/2010 10:37:11
These are certainly possible, but as my attempt was not meant to be serious it was just messy poor codes cramped in to make stuff work, and the effect is just lame, which was only done by slicing the part of the background around the player into strips, scale them and then paint them on a sprite, kinda of like ray-casting used in Wolfenstein 3D and Doom.

To make it "expand" more to the two sides just make the "sphere" bigger and display a smaller portion of it, rather than showing the whole hemisphere.

To make stuff on the map interactive it is also straight forward. All you need is to derive some transformation formulae (which isn't done yet, as I mentioned it's not meant to be serious), that when you say click at (x, y) the coordinates would be translated to (x', y'). All you have to do is to call ProcessClick() on the translated coordinates. If you want to add objects on it you also need codes to relocate them every game loop to place them on appropriate locations of the "globe".
#1600
Interesting work around, at least you don't need to draw any other objects this way, but still it's a bit inconvenient.
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