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Messages - Gilbert

#5941
Critics' Lounge / Re: Engineering section C+C
Thu 09/09/2004 09:17:12
Quite nice, in my opinion you can paint the different walls with different colour brightnesses, so to make the image look less "flat" (as you included some gradient colours already, so you're not going for those simple flat colour style I think, so you can add more dynamics to the colour brightnesses).

Also, you don't really need to scale the picture up before posting (which boosted up filesize a bit), you can just use the forum tag codes to resize the picture automatically ;) , example:

[ img width=640 height=400]http://.....[ /img]

remove the spaces after [ of course.
#5942
Heh I feel lucky I don't speak Mandingrin.
#5943
Quote from: Sylpher on Thu 09/09/2004 05:46:34
Oh no, Gil! Someone has been messing with your fonts!! Is that wingdings everywhere? HOW DO YOU GET AROUND?
That's because I was born to write and speak in WingDings! Are you envy of my awesome comprehension skillz?
#5944
Boring stuff, nothing special.
#5945
Yeah, see Text Script Functions --> Game/Global functions from the manusl.

Example on how to use it:
When you need to change the character's look and behaviour, do something like:
ChangeCharacterView(EGO, 10); //Say the character is called EGO and his new view is 10
SetGlobalInt(5,1); //Set GlobalInt #5 to 1 (there're 500 global ints available for you to use, they're all 0 when the game starts initially)

When in an interaction which you want the character behave differently, just check the value of the Global Int:
if (GetGlobalInt(5)==1) {
Ã,  //behaviour AFTER changing here
} else {
Ã,  //behaviour BEFORE changing here
}
#5946
I think you should use the same character instead, just use ChangeCharacterView() to change his view (appearance).

And, as you want different behaviours, you can just keep tracking it with a global variable (you can use GlobalInt, check the functions SetGlobalInt() and GetGlobalInt() ), for example when the character's appearance changes, set the variable to 1, and you can script his behaviour differently according to the value of the variable.
#5947
Me neither...
#5948
* Gilbot V7000a just remembers he has the PCE CD version of this game but never got to really start playing it, maybe he should.
#5949
Yeah, probably a virus or spyware. which pretends to be AGS and hooks up to the net.
#5951
There're probably some problems (caused by your computer or a bug in the editor maybe) when you last saved the game, which corrupted the game files, making them unusable. In that case the editor would try to recover it using some backuped game files (namely backup_ac2game.dta and backup_acsprset.spr) instead of the corrupted ones.
#5952
Hmmm what did you use for the name of that folder ? I don't know but it can be caused by using some special characters in the name, which can't be read back by the editor (apart from the usual crash, programme closing errors, etc. of course).

You can just recreate the folder and drag the sprites back into it.
Folders are not that important internally (apart from the folder sprite limits, so you MUST put some of the sprites into folders if there're MANY sprites) as the sprites are only referenced by their sprite numbers, using folders just helps us to have better organisation.

If that problem pops up again, do post here again. :)
#5953
Competitions & Activities / Re: The ASCII game
Wed 08/09/2004 06:24:55
 o<     ROAR!1!
 O'
/^


Next: A spider.
#5954
Hmmm try running the game setup, and play with the settings if they make a difference.
Possible changes:
- resolution
- Use 85Hz mode
- run the game in a window
#5955
Hints & Tips / Re: Ace Quest-not the demo
Wed 08/09/2004 02:49:08
Hmmm...
Spoiler

Use the condom-magnet to warp around the end of the battery I think.
[close]
It's quite a long time I can't remmeber well, I just quote from the walkthrough.
#5956
Quote from: scotch on Tue 07/09/2004 04:59:38
And the reason jpg is so good is precisely because it is lossless, just like mp3 and ogg...

Hehe.

* Gilbot V7000a loves finding typos.
#5957
Hmmm strange, it shouldn't crash if you move the sprites among folders but it probably will if you deleted some sprites or changed some of their numbers.
Do report again if you can reproduce it.
#5958
Competitions & Activities / Re: The ASCII game
Mon 06/09/2004 09:49:51
( Ã,  Ã, ( Ã,  Ã, (
 ) Ã,  Ã, ) Ã,  Ã, )
 ( Ã,  Ã, ( Ã,  (
 Ã, ) Ã,  ) Ã,  )
 Ã, ( Ã,  ( Ã,  (
 Ã,  ) Ã, ) Ã, )
 Ã,  Ã,  ___
 Ã,  = Ã,  Ã, ==
 Ã, /# Ã,  Ã,  =\
 / Ã,  Ã,  Ã,  Ã, =\
 | Ã,  Ã,  Ã,  ==|
 | Ã,  Ã,  Ã,  ==|
 \ Ã,  Ã,  Ã, ===/
 Ã, ` __====" 

Next: When M0ds, errr... Midis meets a tree.
#5959
Quote from: Albert Cuandero on Mon 06/09/2004 04:53:27
QuoteTry running the game directly from the Compiled folder

Didn't helpÃ,  :(
In that case, it's not related to the test game problem I guess, it's some other thing.
#5960
Critics' Lounge / Re: cave room needs critics
Fri 03/09/2004 07:38:56
I think they're reflected lights, but they indeed looked like aim targets, I'll say make them smaller, or just observe:
Ã,  Ã,  Ã,  Ã,  Ã,  Ã, Ã,  Ã,  Ã,  Ã, Ã,  Ã,  Ã,  Ã, Ã, TM
LOOM

to see how other people drew them.
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